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I need some advice on how to continue with my wizard. I have a maxed out intelligence of course and I have spell focus and greater conjuration, augment summoning, superior summoning, craft want, improved familiar, improved initiative and persistent spell. Now my plan is to do battlefield control, summon summon summon and debuff using primarily necromancy.
Now my question is what are the big spells that are must haves and what to stay away from. I do not think damaging spell are worth a grain of salt either. What are feats and things I should be doing to make sure I am in league to become a God.
Thanks All!

Ashiel |

I need some advice on how to continue with my wizard. I have a maxed out intelligence of course and I have spell focus and greater conjuration, augment summoning, superior summoning, craft want, improved familiar, improved initiative and persistent spell. Now my plan is to do battlefield control, summon summon summon and debuff using primarily necromancy.
Now my question is what are the big spells that are must haves and what to stay away from. I do not think damaging spell are worth a grain of salt either. What are feats and things I should be doing to make sure I am in league to become a God.
Thanks All!
As far as necromancy goes, animate dead is your friend. Creates useful minions, mounts, and meat shields for relatively cheap and lets you look at enemies like PCs look at gold.
As far as debuffs and such, I recommend spells like enervation, possibly in conjunction with metamagic rods. You can make a wand of it which can be quite useful, especially if you have a familiar. The fatigue and exhaustion spells (such as ray of exhaustion and waves of exhaustion) are highly useful. Many of the fear-spells are useful for clearing crowds of enemies or debuffing them (most still shaken enemies on a successful save). Magic Jar used in conjunction with simulacrum can give you useful new bodies (things with heavy damage reduction and particularly sweet physical scores are nice). Clone is useful for obvious reasons. Horrid wilting is a good spell to interrupt most spellcasters with, or attack rogues with, since it is a heavy damaging spell that bypasses all resistances and requires a Fortitude save. Energy Drain with a greater metamagic rod of maximize can severely weaken an enemy against your next save or die (-40 HP, -8 to all attacks, saves, and checks, and -8 to the caster level of all casting).

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You could still get some feats like Summon Defenders
Have to stick to Pathfinder Products only.
As far as necromancy goes, animate dead is your friend. Creates useful minions, mounts, and meat shields for relatively cheap and lets you look at enemies like PCs look at gold.
I am chaotic good with a Lyrikien, I do not think animating undead would be good lol.

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As far as debuffs and such, I recommend spells like enervation, possibly in conjunction with metamagic rods. You can make a wand of it which can be quite useful, especially if you have a familiar. The fatigue and exhaustion spells (such as ray of exhaustion and waves of exhaustion) are highly useful. Many of the fear-spells are useful for clearing crowds of enemies or debuffing them (most still shaken enemies on a successful save). Magic Jar used in conjunction with simulacrum can give you useful new bodies (things with heavy damage reduction and particularly sweet physical scores are nice). Clone is useful for obvious reasons. Horrid wilting is a good spell to interrupt most spellcasters with, or attack rogues with, since it is a heavy damaging spell that bypasses all resistances and requires a Fortitude save. Energy Drain with a greater metamagic rod of maximize can severely weaken an enemy against your next save or die (-40 HP, -8 to all attacks, saves, and checks, and -8 to the caster level of all casting).
Is enervation really that good. I did not think to take it as I did not think it would be worth the slot.

Ardish |

Eugene Nelson wrote:Is enervation really that good. I did not think to take it as I did not think it would be worth the slot.You're a Wizard, not a Sorcerer, right? No harm in having it in your spellbook and trying it out then.
Can't agree more. That's why wizards are king, that wonderful spellbook. I would advise you to not get stuck on the whole " best spell worst spell" try them all. You might find a use for one of those unloved spells in the campaign you are in. Also don't worry you already are a god as you are a wizard.

Ashiel |

Ashiel wrote:As far as debuffs and such, I recommend spells like enervation, possibly in conjunction with metamagic rods. You can make a wand of it which can be quite useful, especially if you have a familiar. The fatigue and exhaustion spells (such as ray of exhaustion and waves of exhaustion) are highly useful. Many of the fear-spells are useful for clearing crowds of enemies or debuffing them (most still shaken enemies on a successful save). Magic Jar used in conjunction with simulacrum can give you useful new bodies (things with heavy damage reduction and particularly sweet physical scores are nice). Clone is useful for obvious reasons. Horrid wilting is a good spell to interrupt most spellcasters with, or attack rogues with, since it is a heavy damaging spell that bypasses all resistances and requires a Fortitude save. Energy Drain with a greater metamagic rod of maximize can severely weaken an enemy against your next save or die (-40 HP, -8 to all attacks, saves, and checks, and -8 to the caster level of all casting).Is enervation really that good. I did not think to take it as I did not think it would be worth the slot.
The thing that make's enervation useful is there is no saving throw, and it's 4th level, which means you can reasonably create wands or x/day items of it. It's a good teamwork spell, because it inflicts worthwhile penalties on your enemies (each negative level is -5 HP, and -1 to attacks, saves, and checks). It's good way for your familiar to soften up an enemy before a flesh to stone or before your friendly neighborhood druid wastes them.