A Wizard's off turns


Advice

Scarab Sages

I'm still pretty much a newbie and am starting my first wizard over the weekend. I've need even seen one played much so I'm looking for ideas on what to do when I'm not unloading a spell. I only have the 4 slots and at least one will probably be for mage armor and such. That leaves me with a lot of rounds of combat, and I'd rather not be totally useless 4/5 rounds of a fight, even if a well placed spell at the start can change the battle.

So far I'm thinking about loading up on marbles. They are dirt cheap and not totally useless. They weight 2 pounds a bad though so while it gets a few more rounds a 7 strength wizard can't have many.

For cantrips Daze looks alright for what it does. Granted I am using my turn to get a chance at making him loose his, but in PFS the party usually seems to outnumber the foe anyway, so it isn't as bad an idea as it sounds. Acid splash for 1d3+1 with an acid focus is pretty bad but at least it is easy to hit.

Then there is the crossbow, but it seems like a lot of money and encumbrance for plinking on the off turns. I'd probably rather invest in a new spell of the spellbook...

Have I pretty much covered the options, or am I missing something obvious?

Sczarni

Crossbows are a bit costly, but if you've got a decent DEX they're a great fallback.

Look for spells with a duration of "concentration". With one of those, you can make a single spell last the entire fight if it's the right spell for the job.

Some encounters will have other noncombat tasks to take care of while the others fight. Getting innocent bystanders to safety, calling the town guard, operating the lever that disarms the scorching ray turret, etc. Keep an eye out for anything of that nature to busy yourself with, because the melee fighters will have their hands full and will likely appreciate having something to turn the situation in their favor.


If you can afford it, a wand is a good choice. Somewhere between second and fourth level, you should be able to buy a wand with a first level spell. Heck, if you're lucky you might even find one! I find magic missile to be a very handy spell to have in a wand.


At low levels: Cantrips, "pew-pew laser" abilities and the occasional scroll.

At mid levels: Scrolls, wands, etc.

At high levels: n/a, you basically don't run out of spells.


Ready a crossbow to shoot any enemy who appears, or any spell caster that casts. Damaging cantrip can be helpful here.

Be the strategist: while everyone else is hammering the foe, try and figure out what's important, what's really going on, does everything make sense, does it appear reasonable, what surprises might be coming? Get ready for it.

Try and figure out how to be maximally effective with minimum application of force.


The easy answer (which is probably best for a newbie, no offense) is be an elf and use a short or longbow . You’ll need two feats to be decent (point blank and precise shot), but crossbows are even more feat intensive to really work well and these two feats help with ranged spells too so it is not so bad – the focused shot feat is something to consider also. If you don’t like the elf, I think there are other ways to get the proficiency, though I can’t think of any right now.

Scrolls and wands are nice too, but from what I’ve heard PFS is a bit stingy with gold and downtime for crafting. I could be wrong though.

Until you get a few levels under your belt to make bows work or funds and time for scrolls/wands, spamming cantrips is your best bet. Also don’t forget about the aid action when applicable.


Color spray and Sleep can be good for a starting wizard. You cast once at the beginning of combat and then mop up with coup de grace maneuvers and attacks on the helpless opponents along wiht the rest of the party. This allows you to not use all of your spells in one combat. Flasks of acid and other splash alchemical weapons and holy water are all useful for the early adventurer.

The Exchange Contributor, RPG Superstar 2010 Top 16

You haven't said what your specialization is, or if you are a universalist. School powers can be pretty big at lower levels, I've seen some serious damage done with Hand of the Apprentice.

As for the crossbow, consider using daggers or clubs instead, they are cheaper and reusable. You could also invest in some splash weapons, it's always good to have someone with alchemists fire or acid, though you won't use them every encounter.


Dennis Baker wrote:


As for the crossbow, consider using daggers or clubs instead, they are cheaper and reusable.

His character has 7 Strength, so throwing daggers or clubs would be fairly useless.


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Don't forget the Aid Another action. This means you are giving a +2 to either a friends AC or +2 for a friend to hit the target. This can really help!

Knowledge skills - These can really help in your role as the tactician. Read up on how they work and be making those checks to identify the monster, it's weaknesses, and let your party know!

At low levels I would not be prepping Mage Armor... those few precious slots needs to go to things that can stop an encounter in its tracks with one spell. Sleep and Colour Spray (as mentioned above) are fantastic at low levels. Grease could be a good option as well. Taking out the one tough guy in the encounter can be good as well, so look for save or suck type spells.

Finally, not sure how this works in society (as I don't play it) but I would be crafting scrolls each night of unused spells if you can (once you have the cash). Having scrolls of is just like storing your money and your uncast spells. If you find you want the money, you just sell them at the same cost you made them for. However, if you find yourself in a situation one could be useful you ask yourself if you would be willing to spend the cost of the spell to have that spell right then, if so... you do!

Sean Mahoney

Scarab Sages

My character is an Illusionist (Mage of the veil, actually) so I have color spray for the school slot but mostly non-combat powers. I've got a dagger and some acid. 1d3+1 is better than 1d4 though, and I just have to make a ranged touch attack, so acid splash seems better than rushing something nasty with a knife, IMHO.

A wand might be nice down the road, but for my first game it isn't really an option cost-wise. Concentration spells are interesting, I may have to consider prepping silent image.

EDIT: Unfortunately, item crafting doesn't exist in PFS, so it is a non-issue.

Sczarni

I completely forgot that you never run out of cantrips. I had great fun playing a wizard in 3.5, back when being out of spells meant being OUT of spells. If you've got unlimited 1d3+1 of acid, I'd say you don't really need to worry about off-turns too much. At least not so much that you feel the need to spend two or more feats and a good chunk of your starting gold on a crossbow. Spend that money on spells to copy into your book and fall back on the Acid when needed.

You mentioned 7 Strength-- how's your Dex?

Scarab Sages

I'll just go ahead and post the character sheet so people don't have to speculate. Thanks for all the advice too btw.

http://dl.dropbox.com/u/15798492/Wizard.htm

EDIT: Oh, and to forestall a wave of questions from people not used to PFS, since item crafting is not allowed wizards get to take a free spell focus in exchange for the Scribe Scroll fear.

Lantern Lodge

Pathfinder Rulebook Subscriber

Yeah, crossbows are pricy, but everyone else had to buy a weapon AND armor with their starting wealth, you only need a weapon so you might as well get a good one. At 1st level a light crossbow handily beats any of the standard blast spells, without even using up a spell slot! You're not going to use it much past 1st level, but who cares?

Silent image, especially for an illusionist, is also a great choice that will keep you entertained for the whole fight. Your GM might even rule that a silent image of an extra combatant can flank, which your rogue will <3 you for; personally I would rule that the target gets another disbelief roll each round you try this trick, but it should still work for a while against a particularly weak-minded foe. With major image or better he would only get a chance to disbelieve if he actually tries to hit the image. But your GM may rule differently; as far as I know there is no RaW support for my position or any other.

Other good 1st-level spells are sleep and grease as already mentioned. I'm personally a huge fan of enlarge person (pun intended), but none of these really help your problem of "okay, I threw my spell for today, now what?" I don't recommend taking Transmutation or Conjuration as your barred schools. Pretty much all the good buffs are Transmutation and almost all of the good battlefield control is Conjuration, so if you have to pay double slots to get those, then you are in trouble. Splash weapons (acid flasks &c) are always good for low-level adventurers who don't like to mix it up in melee. Just be careful not to splash your buddies too much because they will not appreciate it and you can NOT take them in a fight. Other than that, aid another (as has already been mentioned) is a solid choice at low levels; you can't do any worthwhile damage yourself, so you might as well help out people who can. When your melee types get good enough that they don't really miss anymore, you'll have enough spells that you won't have to waste time aiding them.


What to do in your off turns?

Laugh maniacally. Enjoy it.

Double move into a better position.

Make a Knowledge check - find something appropriate and with a good roll your GM might let you know about some advantage to be utilised. Engineering and Dungeoneering can be great for this, and Local and Arcana (and ...can't remember the third main one?) are the main ones for learning about an opponents weakness. Or perhaps you'll learn/remember something of the opponent that you can leverage against them, a little parley during combat might end it quickly than blades can.

Buy scrolls when you can. When your spellcraft is maxed you often need only roll a two to cast a scroll from the level above your highest, and that can make a massive difference.

Aid Another, as mentioned above, is great. Use a longspear to stay at a safe (well, safer) distance. You only need to manage AC10 to give your friend a +2, and s/he will love you for it.

Enjoy the fact that the wizard doesn't have to act every turn. Enlarge a friend, or Grease an area and step back to enjoy the carnage you have enabled.


It looks like you haven't picked a favored class bonus (or you missed out on your skill point for being human). You have 8 skill points, which is what a human wizard with INT 20 would have, but you didn't take an extra hitpoint either so you get one of the two.

Also, as an illusionist battle is probably not where you are going to shine. Sure you get some nice buffs (blur, invisibility) and some other cools spells (color spray as everyone else mentioned). However, what I love about illusion magic is the amount of cool stuff you can do outside of combat. The more you can think outside the box, the more you can even prevent combat from happening. There are some straightforward illusions for out side combat like hallucinatory terrain (a 4th level spell) but you can have a lot of fun with open ended spells like minor and major image (sometimes even silent image). Obviously this does not mean you have nothing to do in a combat, just that the illusionist is more of a subtle class of wizard.


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Illusionist?! I'd overlooked that. Blinding Ray is IMHO one of the best things anyone can do in combat. The rogue will want to have your babies, and the fighter will ask to marry you. Or maybe its just that my local group is a bit overly friendly.

The Exchange Contributor, RPG Superstar 2010 Top 16

hogarth wrote:
Dennis Baker wrote:


As for the crossbow, consider using daggers or clubs instead, they are cheaper and reusable.
His character has 7 Strength, so throwing daggers or clubs would be fairly useless.

Ah.. I should pay closer attention. Then crossbow and maybe splash weapons is about it. Even that is dubious, you could run into weight issues.


A pint flask of oil is 1sp. Memorize spark cantrip, have fun, don't get caught.

Liberty's Edge

Sean Mahoney wrote:
Don't forget the Aid Another action. This means you are giving a +2 to either a friends AC or +2 for a friend to hit the target. This can really help!

A STR 7 wizard without Weapon Finesse is going to have a wretched AA check at low-level -- he's as likely to hinder as he is to help.

Liberty's Edge

Well, as others mentioned, Bow is one option. They really aren't expensive and keep in mind the low lvl adventures give you 500+gp for completing. Add to that if you put a skill in a proffession you make additional cash.

Aside from that, as illusionist you have a crazy good ray attack that can be used X amount of times per day. Then there are the cantrips.

On a side note, have you looked at Conjuration as your specialist school? The APG (or maybe Ultimate Magic) offers an alternative per day use of being able to teleport as a swift action, that to me is crazy good - it is only 5ft per 2 lvls I think, but the ability to use a swift action to escape a grapple or threatened areas is pretty amazing


one bit of advice is never have str below 10 or so .

hell a str of 12-13 is optimal .

Too many abilities / spells / poisons / diseases , negatively target str.

and its debilitating to have your str drained to 1 or so and drop due to the weight of your outfit.

so in short int is your main stat followed by con followed by dex

you can drop wis to 8 to make up for the str increase and drop cha as well.

id just be wary of dropping anything to 6-7 non physical stat drains are rare but having a stat drop to 0 will take you out for a while.

For schools divination is a nifty school to have for the arcana , initiative is great as a wizard acting first can be the difference between life and death.

Also alot of ppl value a bonded item over a familiar but in general a familiar is better than the additional spell a day.

Simply due to your ability to break action economy a monkey can be a awesome boon fetching potions for you in your satchel , lighting the way with a lantern in the midst of combat , " searching for traps the minion way " , ferrying items between party members etc the list goes on and on .


Just as a few notes about silent image:

You can't get a flank from it (only creatures can do that), but you can use it to create total concealment.

PRD wrote:
If you have line of effect to a target but not line of sight, he is considered to have total concealment from you.

If you create an silent image of a brick wall, you have to concentrate on it, but it blocks line of sight but not line of effect -- so it grants total concealment. You can use this fact to make quick walls between your opponents and allies -- particularly useful for stopping a secondary attacker or "dividing and conquering" enemies. Enemies don't get a save against the wall unless they carefully study it or interact with it (both typically needing a standard action). Trying to move through the wall or throw something through it causes everyone to autosave (automatic disbelief). If you yell something to your teammate in a weird language you both understand (yay a good use for gnoll!) and say the illusion is fake, you can have them instantly roll a save with a +4 bonus. . . so your ally can see through the illusion (they see the outline, but it's transparent) and your enemy can't.

If your GM gets huffy/puffy about this strategy, remember the purpose of illusions are to delay and confuse enemies. That's exactly what this strategy is doing in combat.

Dark Archive

They pretty much covered it; daze at low levels, silent image if you need to block line of sight. Don't waste feats, money, or carrying capacity on weapons. If the fight is handled no need to use expandable resources, though wands of highly useful but non-level dependent 1st level spells (like Enlarge Person) are handy to have in your pocket (15 go a casting is trivial).

Dark Archive

Instead of memorizing Mage Armour, grab a scroll of it for 25gp. At first level, use scrolls of spells that don't allow or require a save (or on things like silent image, where the object may not ever be saved against).

Daze is amazing, Aid Another as has been said above is a good choice, but try to protect yourself too. You're probably only a few easy attacks from death's door.

Don't forget your school ability either. If you're a transmuter, you can punch people from range. If you're an evocator, you should have 6-8 free magic missiles.

Scarab Sages

Like I said I'm not technically an Illusionist, I'm a Mage of Veil so my school powers are going to be out-of-combat only pretty much. Daze looks good though and with cantrips and marbles I can at least look like I am contributing.

I didn't realize you could aid another in combat, I thought it was just for skill checks. Looks like I should read that part of the rules again. I also didn't know you got your favored class bonus at level 1, so thanks for pointing that out. Shoot, I have a level 3 bard who didn't take his, I wonder if I can retroactively add a hitpoint. :P

Wands can be awesome but won't be in play for a few weeks RL, at level 1 they are out of my price range.

Thanks again for all the help everyone, I'm happier knowing I haven't overlooked anything obvious. :P


Ghost Sound. Really really really good. Especially with Spell Focus: Illusion.

Recommended Schools for banning: Necromancy and Evocation. Those look like the schools that don't mix as well with Illusion. You've got some good stuff in both of them, but there are good things in every school.

The four most important Knowledges for weaknesses: Arcana, Nature, Planes, Religion. Knowledge: Local is good, but only for humanoids. Depends on the campaign.

Your attack bonus with your dagger should be -2. At any rate, I agree with bumping your Str to at least 10 somehow. Also I'd make my Con at least a 12. If you already have a better party face I'd let them do it and put my Cha at a 7. Unless you have a great character reason for that anyway.

Liberty's Edge

IMO you simply shouldn't have a melee attack (aside from a weapon-finesse touch-attack) -- either cast defensively or make a Withdraw action.

Alternatively. make a proper gish if you want to have weapon attacks that aren't 98% worthless.

(I am firmly in the camp of dump-your-strength.)


Mike Schneider wrote:

IMO you simply shouldn't have a melee attack (aside from a weapon-finesse touch-attack) -- either cast defensively or make a Withdraw action.

Alternatively. make a proper gish if you want to have weapon attacks that aren't 98% worthless.

(I am firmly in the camp of dump-your-strength.)

but never bellow 10 right ? =)

The Exchange

Bear in mind these are low-level strategies! They're good, but quite a few of them age badly as you increase in level. By 4th level or so, you'll have more spell options and should re-think anything that was putting you at risk when you were just starting out (such as providing flanking - it can either work very much in your favor, or badly hurt you, and as you face tougher and tougher enemies, the 'badly hurt you' result gets likelier.)

Marbles are a decent option, but if finances allow (or you find a supply of these things) it might be worth it to invest in other throwables. I recommend those that target touch AC, since your low BAB won't hinder them as much. (Holy water, tanglefoot bags, etc.)

Lastly, don't feel like you have to act just because it's your turn. There are some situations where having somebody delay til later in the round opens up a really valuable opportunity (such as a chance to stabilize a dying character, grab a fallen item, or use a spell against an enemy that's just arrived at the combat or become visible.)


Dragonsong wrote:
Color spray and Sleep can be good for a starting wizard. You cast once at the beginning of combat and then mop up with coup de grace maneuvers and attacks on the helpless opponents along wiht the rest of the party.

Yup. I have a halfling wizard who carries around a battle axe for just this purpose. :) You don't have to be proficient or even strong to have an effective CDG at low levels with the right weapon.

Liberty's Edge

Remember that in PFS, you canm spend 2 PP, even if your Fame isn't high enough to buy it with gold, to obtain a 1st level wand.

Wand of Magic Missile is good, no need to roll to hit, just an automatic 1d4+1 damage, and by the time you run out of the wand, you'll have better spells on your list.

As mentioned, be very careful with the Aid Another actions, since you will typically wind up at risk yourself to do it.

If you play with a more-or-less regular group, reminf them to pick up wands of stuff they want used on them, too. The Fighter who loves Enlarge Person should be providing the means of casting it, IMO; everyone should, at some point, pick up their own wand of Cure Light Wounds or Infernal Healing; etc.

Tanglefoot Bags are amazing. Alchemical Fire is a virtual necessity, unless you stock up on Burning Hands. Holy Water (or Disrupt Undead) is useful.

At low level, using a smoke stick can be on par with a personal Obscuring Mist, they get a 20% miss chance, you don't.

Marbles and caltrops are useful, but Grease can be better.

If you have an Archer in the party, Abundant Ammunition, especially with a follow-up Magic Weapon (or better at higher levels), can be a terrific combo punch.

Never forget the cantrips. Detect Magic is pretty much a requirement. Dancing Lights, IMO, is a better choice than Light, since someone is probably going to break out a sunrod anyhow, you can then roll them in front of the party to give that hypothetical archer access to more of his maximum range, and reduce the chance of ambushes.

Mage Hand and Mending are useful, although a bit more limited by what's happening around you. Thes, along with Prestidigation, can be awesome in the hands of a player with a great imagination.


hogarth wrote:
Dennis Baker wrote:


As for the crossbow, consider using daggers or clubs instead, they are cheaper and reusable.
His character has 7 Strength, so throwing daggers or clubs would be fairly useless.

Wizard / witch melee = casting sleep on the sucker then spearing it for a coup de grace , sure this is a low lvl gimmick but a good one till lvl 4 or so and by then you graduate past having to dirty your own two hands.

its a 3g investment to grab a spear also dont forget spears are the swiss army knives of weapons they can serve alot of out of combat purposes barring doors and etc

Liberty's Edge

Stasiscell wrote:
Mike Schneider wrote:

IMO you simply shouldn't have a melee attack (aside from a weapon-finesse touch-attack) -- either cast defensively or make a Withdraw action.

Alternatively. make a proper gish if you want to have weapon attacks that aren't 98% worthless.

(I am firmly in the camp of dump-your-strength.)

but never bellow 10 right ? =)

Wrong. Dump it into the toilet. You don't need it, you never use it, and if you do need it, the piddly amount you could possibly jack yourself up to is unlikely to make a difference one way or another anyway. -- What exactly are you going to fight with a dagger and a 10 or 12 STR that will be even slightly impressed, let alone hitable off a wizard's melee attack-bonus, beyond 4th level?

If you meet a shadow....well, that's what that back-up scroll of Bull's Strength is for.


Mike Schneider wrote:
Stasiscell wrote:
Mike Schneider wrote:

IMO you simply shouldn't have a melee attack (aside from a weapon-finesse touch-attack) -- either cast defensively or make a Withdraw action.

Alternatively. make a proper gish if you want to have weapon attacks that aren't 98% worthless.

(I am firmly in the camp of dump-your-strength.)

but never bellow 10 right ? =)

Wrong. Dump it into the toilet. You don't need it, you never use it, and if you do need it, the piddly amount you could possibly jack yourself up to is unlikely to make a difference one way or another anyway. -- What exactly are you going to fight with a dagger and a 10 or 12 STR that will be even slightly impressed, let alone hitable off a wizard's melee attack-bonus, beyond 4th level?

If you meet a shadow....well, that's what that back-up scroll of Bull's Strength is for.

If your GM actually enforces encumbrance and/or throws Climb and Swim checks at you I think 10 Str is a reasonable investment. Even with your 5 million skill points per level you have better skills to invest in than Climb and Swim. Plus 0 Str gives you a better CMD than -2 Str. Depends on your GM and the campaign.

IMO 10 Str is far more reasonable than 10 Cha. If anything should be a 7 it's Cha. If you want to be a face it'd be better to play a Cha reliant class. Unless your Wizard has high Cha for roleplaying reasons, in which case all pure optimization talk goes out the window anyway.


Mike Schneider wrote:
Stasiscell wrote:
Mike Schneider wrote:

IMO you simply shouldn't have a melee attack (aside from a weapon-finesse touch-attack) -- either cast defensively or make a Withdraw action.

Alternatively. make a proper gish if you want to have weapon attacks that aren't 98% worthless.

(I am firmly in the camp of dump-your-strength.)

but never bellow 10 right ? =)

Wrong. Dump it into the toilet. You don't need it, you never use it, and if you do need it, the piddly amount you could possibly jack yourself up to is unlikely to make a difference one way or another anyway. -- What exactly are you going to fight with a dagger and a 10 or 12 STR that will be even slightly impressed, let alone hitable off a wizard's melee attack-bonus, beyond 4th level?

If you meet a shadow....well, that's what that back-up scroll of Bull's Strength is for.

lol wasting a action to buff yourself in what you consider is a dump stat after a shade gets the jump on you to be able to survive str drains is counter productive.

Wizard melee sucks giblets dont get me wrong but 90% of all drains via poison , disease , or magic /spell like abilities target the physical stats and a good deal of them target strength .

i mean just look at the character endurance aspect of the game when fatigued and exhausted comes into play , there may be a situation where your character cant sleep for a few days and needs to stay active .

its a sad character that cant lift up his 10 pounds of gear because he hasnt slept in 2 days .

for rules light dms that dont calculate item weight and ignore the non combat aspect of str go ahead dump it into the ground.

but if you are playing pfs stuff or under a dm who follows raw/rai 10 str is a good deal.

heck a ray of emfeeblement /bestow curse becomes a save or die spell if you have 7 str . lmao


And stasiscell proves he's not bothered to review the new ability penalty, damage and drain rules.


Abraham spalding wrote:
And stasiscell proves he's not bothered to review the new ability penalty, damage and drain rules.

if you are reduced to zero you are taken out till the damage /drain is fixed if your are taken out the entire encounter i count that as save or die in high lvl encounters / intense encounters .

you prove that you tend to jump the gun rather than post something constructive.


Ray of enfeeblement and bestow curse are both penalties and as such cannot drop you.

The Exchange

Not germane to the thread either way, which was "what can a wizard do on rounds when a spell doesn't seem worthwhile?"

One thing I forgot to mention, O.V.: if you've got a round where it's not important to act, it's a great time to start casting a summon monster so you'll get a lot more mileage out of your round next turn.

Scarab Sages

Lincoln Hills wrote:

Not germane to the thread either way, which was "what can a wizard do on rounds when a spell doesn't seem worthwhile?"

One thing I forgot to mention, O.V.: if you've got a round where it's not important to act, it's a great time to start casting a summon monster so you'll get a lot more mileage out of your round next turn.

Pretty much. Thanks for all the advice guys, but I've read treeantmonk's guide several times and I know I'd be mechanically better off dumping CHA, WIS and probably STR to get high DEX and CON. I could probably pick more powerful feats than cosmopolitan too, but I want to make a mage who is a master of disguise and trickery so I am making one even though he isn't as mechanically powerful. I appreciate people wanting to be helpful, but in this case I do know about optimizing stats, I just don't really care.

And I actually track my encumbrance if the GM does or not. That's why I bought a pack mule at level 1. Alchemists fire and such are cool but a little pricy for the first adventure.

Liberty's Edge

Quote:

i mean just look at the character endurance aspect of the game when fatigued and exhausted comes into play , there may be a situation where your character cant sleep for a few days and needs to stay active .

its a sad character that cant lift up his 10 pounds of gear because he hasnt slept in 2 days .

Uhm.... Handy Haversack, hired porter, mule-team, STR:26 fighter ally, Rope Trick, ...hmm, how about Mount for six horses to carry you and your junk for 4hr/level with a tap of ye olde Lesser Extend Rod?

Or maybe just Teleport the whole party right past all this annoying walking-through-the-desert-under-baking-sun BS?

If a wizard can't think his way past these trivial problems, he ought to just multiclass barbarian right now and sells his books -- because he's too dumb to be a brainy spellcaster.

Say, did you know you can make your own personal hovercar out of Floating Disk, and zoom around like a kid in a shopping-cart...Weeee! --? All you need is a plank strapped over the top of it, you sit on the front while the back end is ballasted with your stuff, and off you go. Lean to turn, and scoot back to the center of the disk to stop. It's like the old donkey/carrot-on-a-string-tied-to-a-stick trick, except you're the carrot.

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