Some beginner wizard questions


Advice


Hi guys, will be playing a wizard for the first time and have a few quick questions:

I start on Lv2, with 1000GP. Is there any reason not to buy scrolls of most/all LV1 spells and learn them?

Any suggestions other than scrolls for how to spend that money? Obv not spending it on weapons or armor, and doesn't seem enough for most things magical. Any decent cheap items a wizard should have?

Can I use a scroll of a spell that is say LV3 that is on my spell list but that I havent/cant learn yet?

Think thats it, read through treatmonks guide and its pretty comprehensive.


Well, you may not need "all" level 1 spells. Pick your favorites and remember that you start with 3 freebies + your INT modifier + 2 more freebies for reaching level two, so you probably have at least 9 or maybe 10 first-level spells to begin with. After you select those, how many first-level spells remain on the list that you really think you will prepare? If there are still a few spells you want, those are really the only ones you might consider taking as scrolls.

Also, why not buy a few level 2 spells while you're at it? You can't scribe them yet, but it won't take long to reach level 3 and then you'll have a bigger selection.

Don't forget to save some gold for scribing the spells - adding spells to your spellbook is not free. It's really embarrassing to sit down to scribe a scroll into your spellbook only to find out that you don't have the 10 gp, or 40 gp, or 90 gp, etc., that it costs to buy the special inks.

You're right, 1,000 gp doesn't go very far in the world of magical items, though you could drop 750 gp on your favorite wand. Magic Missile, Mage Armor, Shield, Enlarge Person, maybe Color Spray (although I don't recommend wands for spells that allow saving throws, since the DC will be 11 and ridiculously easy for enemies to make).

As for casting a spell from a scroll that is higher level than you, assuming your INT is high enough (meaning to cast a 3rd level spell you need an INT of 13, usually not a problem for PC wizards), then the rules you will find in the Scrolls section of the Magic Items chapter describe your chance of failure:

Pathfinder Core Rulebook, Magic Items, Scrolls wrote:
Make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers.

So, suppose you have a 3rd level scroll of Fireball. That caster level is 5 (minimum level for a wizard to cast Fireball). Note: it could be higher, for example, if an 8th level wizard scribed it at 8th level, then reading this scroll would do 8d6 fireball damage rather than only 5d6 - but it cost that wizard more gold to scribe it this way). Let's just assume the minimum (which most magic items are), so in this case it's 5th level.

That means the DC is 6 (CL+1). You need to make a Caster Level Check (1d20 plus your level in your spellcasting class which in this case is 2). So if you roll a 4 or higher, you successfully cast that fireball and the scroll is consumed. If you roll a 3 or less, you fail and the scroll is consumed and you might have a Mishap (d20 + your WIS modifier, DC = to avoid the mishap).

RPG Superstar 2014 Top 16

Since Pathfinder is designed to have 3.5 backwards-compatability, you're probably allowed to take 3.5 feat, am I right?

If so (and if your DM allows it), save your money and pick up the Collegiate Wizard feat from Complete Arcane (p.181) at 1st level. It effectively doubles the number of spells you get to add to your spellbook at first and all later levels.

Plus, it means you went to a wizard school and who doesn't want that?

Silver Crusade

Second on the Wand (Mage Armor, Enlarge Person), then save your cash. Between your cantrips, large selection of starting spells, and wizard school abilities, you won't need to have every spell in your collection to start.

With your leftover cash, maybe a light crossbown to contribute if you run out of offensive options. Don't forget your basic standard gear, like pouches, a pack, waterskin, etc. Not sure if your DM is a stickler, but you'll be prepared for the audit when you're out in the wilderness and asked what you're doing for water and food.

If healing is limited, having a potion of cure light wounds (50g) is handy, but not the most cost-effective way. Your call.


M P 433 wrote:

Second on the Wand (Mage Armor, Enlarge Person), then save your cash. Between your cantrips, large selection of starting spells, and wizard school abilities, you won't need to have every spell in your collection to start.

With your leftover cash, maybe a light crossbown to contribute if you run out of offensive options. Don't forget your basic standard gear, like pouches, a pack, waterskin, etc. Not sure if your DM is a stickler, but you'll be prepared for the audit when you're out in the wilderness and asked what you're doing for water and food.

A wizard is a toolbox. Remember that and embrace it.

I would suggest going down the level 1 spell list and reading each spell on it.

Ask yourself if how often you might need such a spell. Buy accordingly.

Example: A scroll of magic weapon is not all that impressive, but at low levels when you encounter something with DR/magic suddenly it's worth 10x what you paid for it. If you survive low levels with it intact it will be a very rare case where it gets used, but it will be decidedly nice to have lying around should it come up.

At 25gp a pop 1st level scrolls are so cheap that its a crime not to have the right one for the job almost from the start.

In general consumables should be economically driven. Ones that are super cheap should be used just like memorized spells. Ones that are only somewhat cheap should be there for when the right situation comes up for them. Ones that are an investment should be there to get you through a sticky situation, or in an emergency to save the group.

What is cheap and what is an investment will change as you level and get more and more gold. Adjust accordingly.

But don't confuse something that's so pricey for you at the time to be emergency only with something to use for convenience or you'll get the wrong idea of consumables.

Consumables, when used right, are force multipliers. A wizard properly managing his/her consumables will feel about a level or two higher than he/she really is.

-James


The main reason is the cost. Wands are much more economical, so +1 for a wand of Magic Missile etc.

They do have their place tho, i've found that having scrolls ready in case of emergency is a much more efficient way to do it. Think Water Breathing, Fly, Passwall, etc. Also, as a wizard, having a wand of Invisibility is priceless. Use at the start of a hard encounter, buff yourself and teammates, use battlefield control spells like the Wall spells (not in enemies space) all whilst (nearly) undetectable.

The other thing is that PF made low-level wizards much more playable. Conserve your efforts, you don't need to always be owning, just contributing. When it matters, Glitterdust that annoying invisible rogue, or Fireball that group of mooks, but constantly gauge the encounter, if you think the enemy will go down without too much trouble don't be afraid to just hit it with a cantrip. Conserve your big hits for the real challenges.


May I recommend some alchemical items?

Provided you have access to the player's guides for the various AP's and your DM allows them things like Harpy's musk, acid, holy water, and alchemist's fire/ice/whatever and tanglefoot bags are all good choices and thunderstones can be as well.

These are non magical so at those times when you come into an anti-magic field you'll them still and in non-combat situations they can still be exceedingly useful (like a thunderstone set to fall if a door opens to act as a type of alarm if you think someone might sneak in behind the party, or acid for ropes/etc that you want to eat through slowly *to drop pursuers for example*) the troll's blood thing from the campaign setting can be a useful source of healing as well.

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Ask your DM if he'll let you buy partially charged wands. A half-full wand of mage armor or shield can come in handy, and 375 gp is much easier to swallow than the full price. Defensive or utility spells work well with wands and scrolls, since the wand's lame saving throws aren't an issue.

In your shoes, I'd purchase a couple of 2nd level scrolls, planning to copy them into your spell book when you next level. In the meantime, you'll have them if things completely hit the fan. Web and scorching ray are both amusing. (150 gp each)

I'd scribe or purchase scrolls of a few 1st level spells. Magic weapon is handy to prevent problems with DR. Protection vs. evil shuts down many mind-control spells. Comprehend languages is sometimes handy, and obscuring mist or disguise self both make getaways easier. (25 gp each, or 12.5 gp if you scribe them yourself)

Pick up a couple of potions of cure light wounds, just in case.

Finally, buy weapons, even if you hope not to use them yourself. With a light crossbow (35 gp), cold iron bolts (2 gp for 10), alchemist's silver bolts (11 gp for 5), a cold iron morning star (16 gp), and a silver sickle (26 gp), you'll rarely encounter DR you can't bypass. When needed, hand the melee weapons to more warlike allies who failed to equip themselves properly.

That would leave 10 gp... You still need a spell component pouch (5 gp), belt pouch (1 gp), a sack (1 sp), bedroll (1 sp), piece of chalk (1 cp), flint and steel (1 gp), 2 days' rations (1 gp), scroll case (1 gp), and a ragged loincloth and sandals (1 sp).

With 6 silver pieces and 9 coppers to your name, you can stay one night in a common inn before the money runs out. That's plenty of time for a motivated wizard seeking adventure!


No disrespect Sir Wulf, but DR at lvl 2? I'd wait till lvl 5, personally. You might get Zombies (DR slashing) but i can't see cold iron being needed.

Grand Lodge

Tanis wrote:
No disrespect Sir Wulf, but DR at lvl 2? I'd wait till lvl 5, personally. You might get Zombies (DR slashing) but i can't see cold iron being needed.

Well...you may run into imps or dretches at level 2 for the material stuff. Skeleton and zombies for type of damage. Barghest make for good bosses at low levels in a goblin tribe. DR can come up, even at low levels.


yeh, that's true i suppose, maybe it's just my experience.

Scarab Sages

Good advice so far.

This used to be an expensive tactic, but PF has drastically cut the cost of scribing spells into books. It used to be 100gp/spell level, but now it's [(spell level) squared times 10], so copying a first level spell costs a tenth of what it used to in 3.5. So, if the GM lets you, go for it.

Learning a spell is not automatic, though. Assuming your GM allows you free access to buy scrolls, you get one chance to learn them, with a Spellcraft check, two chances if he's lenient and rules you bought them before you levelled up (and you increased your Spellcraft at level 2, which for a Wizard is a no-brainer).
If you succeed, the scroll is consumed; if you fail to learn them, you don't spoil the scroll, so you get to keep them around. Then you'll have the dilemma of 'do I cast it, or save it to learn it at level 3?'. Only you will be able to answer that, based on the situation in-game (plus the other players will probably stick their $0.02 in).

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