Gauss |
LazarX, I agree...but how would you know beforehand? :) Not like all GMs advertise this.
Just like with Item Creation how a wizard acquires spells beyond level should be discussed with the GM beforehand.
Personally, I try to make it easy. For availability I use the spellcaster services on CRB p163 to determine general availability. At about spell level 6 though the negotiations really begin.
- Gauss
Brotato |
LazarX, I agree...but how would you know beforehand? :) Not like all GMs advertise this.
Just like with Item Creation how a wizard acquires spells beyond level should be discussed with the GM beforehand.
Personally, I try to make it easy. For availability I use the spellcaster services on CRB p163 to determine general availability. At about spell level 6 though the negotiations really begin.
- Gauss
For learning new spells I've really found the GameMastery settlement guide to be a boon, at least to determine availability for any particular spell (it's interesting to note that even metropolises only have up to 8th level spells available by default. The Magical trait is needed to push the settlement into 9th level spell territory). Now, just because a particular spell is available in said town/city/metropolis doesn't necessarily mean a wizard will just up and let you copy the spell. But that's where roleplay (and perhaps a favor to the wizard) come into play. Magical Colleges (such as the one described in Katapesh) can help immensely with acquiring new spells, as well.
Brotato |
Brotato: The GMG settlement guide is basically the same thing as CRB p163. :) Makes it so I don't have to dig out my GMG.
- Gauss
Too true. The GMG is just the first place I ever actually dug into the meat of settlement building (before Pathfinder I had DMed Forgotten Realms, and most settlements had been built for me already) so my brain defaults to that instead of the CRB.
Ascalaphus |
You can just buy spells on a scroll and copy those into your spellbook;
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Although other methods may be cheaper.
The Drunken Dragon |
Don't go evocation. Wizards are a poor choice as far as i can tell for evokers (sorcerers do a better job at that). Divination is a fair choice, and you could always use the extra spell slots from your school to basically act as pre-battle preparation (such as, what monsters are in this room? Is that a boos chamber? What is the BBEG planning? Etc. Most of which can be obtained with a good scry or clairaudience spell).
You could also look into the elemental magic schools. They offer only one restricted school (which can be removed as a 10th level Wizard Discovery [UM]), ad some of them (namely air) have fairly good abilities and spells. The idea of having no restricted magic at all by the time you're halfway through your wizarding career is a pretty good change, though you do sacrifice the nice speciality with a broader school of magic though.
Gauss |
Ascalaphus:
Some GMs do not allow you to buy spells either directly, or via scrolls because they either do not like wizards getting a massive amount of spells or they are running a major poor world and are thus not giving the group access to much magic.
As a result, you need to find out what kind of game your GM runs upfront when it comes to how they run you buying new spells/scrolls.
- Gauss
Take Boat |
5 people marked this as a favorite. |
The Wizard guides have a good coverage of school powers, but I'll do a quick rundown of spell choices by school.
For your school slot, where you want to have spells that are useful every day, at every level. I'll offer an example of an everyday preparation at each spell level.
- Abjuration: Weak at low levels. The school is focused on defense, but the best defensive spells are elsewhere. At higher level they're quite powerful but somewhat situational, and as a bonus your lower level slots will still be useful. Few options outside of core.1: protection from evil 2: resist energy 3: dispel magic 4: none, unless you can afford stoneskin 5: spell turning 6: greater dispel magic 7: spell turning 8: prismatic wall 9: mage's disjunction
- Conjuration: The clear winner for spell choices. Powerful and flexible, and especially broad at low levels. Includes summons, damage spells, debuffs, battlefield control and transportation. Gets narrower at higher levels, but there's always a Summon Monster of every level, which is always worth preparing. As a bonus, most of it bypasses SR. Lots of non-core stuff. 1: Grease 2: Web 3: Stinking Cloud 4: Black Tentacles 5: Wall of Stone 6: Summon Monster VI 7: Greater Teleport 8: Maze 9: Summon Monster IX
- Divination: You chose this for the powers. You will struggle to actually use the spell slots every day, you just don't need to do that much scrying. Not much outside of core. 1: true strike 2: see invisibility 3: clarivoyance/clairaudience 4: scrying 5: telepathic bond 6: true seeing 7: greater arcane sight 8: moment of prescience 9: foresight
- Enchantment: This varies wildly by campaign, since many enemies are immune to the entire school. It also depends on how your GM has the NPCs react. Almost entirely debuffs. The effects it produces tend to be weak, except for sleep and confusion, making those spell slots less valuable. Some cool stuff outside of core, but it suffers from the same drawbacks.1: sleep/charm person 2: hideous laughter 3: heroism 4: confusion 5: hold monster 6: mass suggestion 7: power word blind 8: irresistable dance 9: dominate monster
- Evocation: Actually pretty good, especially with the newer metamagics like Rime Spell (especially if you're admixture). Blast spells may not be the best choice, but in combat they're never useless. Blasts don't scale that well, though, and evocation doesn't have a ton of utility spells to put into your low-level slots. Lots of non-core stuff. 1: magic missile 2: flaming sphere 3: fireball 4: wall of ice 5: wall of force 6: contingency 7: grasping hand 8: sunburst 9: crushing hand
- Illusion: Home of the best defensive spells, invisibility, and the image spells. Shadow spells have a ton of versatility and so are good choices although they're a bit weak. Best if you're creative with images and have a cooperative GM. 1: color spray/silent image 2: invisibility 3: displacement 4: shadow conjuration 5: shadow evocation 6: programmed image 7: project image 8: greater shadow evocation 9: shades
- Necromancy: Lots of good debuffs and save-or dies, and ones you'll want to use everyday, but that's about it. Necromancy has an unusual reliance on costly material components for spells like create undead. Magic jar deserves special not for being very powerful, but a bit of a production to pull off. A few nice things outside of core. 1: ray of enfeeblement 2: blindness/deafness 3: ray of exhaustion 4: enervation 5: magic jar 6: create undead 7: waves of exhaustion 8: horrid wilting 9: energy drain
- Transmutation: tons of great buffs you will have no trouble finding a use for every day. Also some debuffs/save or dies. Level 4 is lacking, so just prepare another haste! Tons and tons of non-core spells, some of which are even good. 1: enlarge person 2: levitate 3: slow 4: haste! 5: overland flight 6: flesh to stone 7: reverse gravity 8: polymorph any object 9: time stop
- Elemental Schools: All the elemental schools have very limited lists and may not have spells worth casting every day at some levels. The Summon Spells only work for elementals of the appropriate type.
And opposition schools:
gniht |
The Wizard guides have a good coverage of school powers, but I'll do a quick rundown of spell choices by school.
For your school slot, where you want to have spells that are useful every day, at every level. I'll offer an example of an everyday preparation at each spell level.
Divination: You chose this for the powers. You will struggle to actually use the spell slots every day, you just don't need to do that much scrying. Not much outside of core. 1: true strike 2: see invisibility 3: clarivoyance/clairaudience 4: scrying 5: telepathic bond 6: true seeing 7: greater arcane sight 8: moment of prescience 9: foresight [/i][/list]...
hey, nice write up. originally i had been considering an evocation (admixture) with rime spell... but others didn't seem to think it was that great of an idea for a controller? /shrug
eventually i settled on divination(forsight), since it seemed like the powers were pretty unbeatable, and the concept was exactly what i wanted. the conj powers are good as well, and conj spells are quite a bit better... but overall i don't think it's beating forsight.
couple other quick questions though, if you don't mind...
for feats i'm looking at getting:
improved initiative
extend spell
quicken spell
then i'm considering but unsure of:
spell focus/greater spell focus (no idea what school yet)
dazing spell
spell penetration/greater spell penetration
preferred spell
persistent spell
spell perfection
lightning reflexes
great fortitude
iron will
improved familiar
oh, and is eschew materials worth getting?
gniht |
actually i just realized that if i'm willing to give up my familiar i can take the spellbinder racial wizard archtype from arg, leaving me down 4 points on initiative bonus but fixing the issue of spell flexibility for divination school. since i was never a big fan of familiars, i really like this option.
Take Boat |
It's not obvious that Spellbinder lets you put bonded spells into school slots. The rules say you can only prepare schools spells in that slot, but when you exchange in the bonded spell does it not become "prepared" in that slot? The archetype is pretty vaguely worded, it's up to GM interpretation.
Improved Familiar is awesome, I especially like Nosoi and Faerie Dragons.
The other feats are mostly worth taking, although I don't think you have enough to spare for the +saving throw feats. Eschew Materials isn't really worth it, just carry a spare pouch. If you want to turn into a dragon or something, you can set the pouch down and pick it up again.
Neo2151 |
To be fair, a GM should be up-front if they're going to be stingy with a Wizard adding extra spells to their spellbook.
When you count it all up, from leveling alone the Wizard and Sorcerer are very close in the number of spells they know. The Wizard is designed with versatility in mind, but if you don't allow the Wizard to find spellbooks/scrolls, then the Sorcerer actually ends up having more versatility than the Wizard, and extra spells per day to boot.
tl;dr - It's a cruel GM that doesn't tell a Wizard, before the game starts, that he's gonna be a jerk about adding spells.
Kydeem de'Morcaine |
To be fair, a GM should be up-front if they're going to be stingy with a Wizard adding extra spells to their spellbook...
tl;dr - It's a cruel GM that doesn't tell a Wizard, before the game starts, that he's gonna be a jerk about adding spells.
I think they don't say anything because, those GM's don't feel they're being stingy or a jerk. They are just enforcing the rules as outlined and reasonable behavior that would make sense for powerful individuals that don't want competition.
I've seen it several times.
Kydeem de'Morcaine |
...
for feats i'm looking at getting:
improved initiative
extend spell
quicken spellthen i'm considering but unsure of:
spell focus/greater spell focus (no idea what school yet)
dazing spell
spell penetration/greater spell penetration
preferred spell
persistent spell
spell perfection
lightning reflexes
great fortitude
iron will
improved familiaroh, and is eschew materials worth getting?
None of those feats look bad.
Just personal preference, I wouldn't take that many metamagic feats. I find that I rarely seemed to use more than 2 or 3 with a prepared caster. Although there were a couple of occasions where we had a whole lot of information and so I had a really detailed prepared list just for a specific situation or three.Spell focus and greater is wonderful if you find yourself continually casting offensively from the same school. If not, it is waste. I would wait a little while and see what spells you find yourself relying on the most.
Most wizards don't feel the need for iron will (good save) but if you do find yourself failing the save alot it can be worth it. Largely depends upon your opposition.
Lightning reflexes might not be worth it. This is usually save for half damage. Often squishy wizards will still die from half damage so it didn't gain you anything. If you get/make ring of evasion, wonderful. But you may be bette relying on the protection spells.
Quicken spell is really nice at higher levels. But a quickend 1st or 2nd level spell just usually ain't that great compared to what you could have prepared. But some people still rely on them.
Many people love improved familiar, but you don't sound like you want a familiar anyway. So decide first.
Seriously consider a craft X feat or two. The ones that seem to be the most worth while (in terms of constant use) are craft arms and armor, craft wonderous, and craft wand. But check with you GM first. Some GM's/campaigns do not give you the down time to ever craft much of anything.
Ascalaphus |
Eschew Materials is mostly irrelevant, as soon as you demonstrate the idiocy and triviality of most material components. Most material components are bad jokes.
There are some exceptions: many shapechanging spells require a tissue sample of the creature you want to turn into, and Dragon Breath requires a scale from the dragon whose breath weapon you want to emulate. Shapechanging isn't very hot for wizards though, because only animals with a suitable mouth and hands can cast spells (no Natural Spell), so that's rather awkward. How available those dragon scales are is a bit vague. Technically, they have no listed cost so they could be in your spell component pouch/Eschew Components.
Anetra |
Eschew Materials is not worth it unless you believe that your DM will, regularly, go out of their way to separate you from your components if you don't have it. Even then, though, there are a fair number of spells that don't require material components.
With that said, though, if you DM is going to put you in those situations under any circumstances other than 'plot stuff is happening and it is completely taking into account you've lost access to some things' (which can be compelling storytelling), you should be more worried about what's happening to your spellbook, because bro, nevermind being unable to cast spells with material components, you can't cast anything you can't prepare.
Anetra |
Yeah, I did ;_; edited with great shame.
Sundering or disarming component pouches is niche, I don't think I've eever seen someone do it. The viability of the tactic depends, of course, on how well the wizard is protecting that components pouch. If you feel the DM is likely to target it with sunder or disarm attempts, you'll probably want to drop a Silent Image or it, not wear it on your person, use sleight of hand to conceal it and use it sneakylike, have two or three extras in a handy haversack, etc etc...
The only situations where, imo, Eschew Materials would actually be beneficial over Wizard Paranoia would be any scenario in which the characters are stripped of their gear. Which is why I'm more concerned about the loss of spellbook angle.
Ascalaphus |
Yeah, I agree, it's definitely a niche concern. Or with the semi-precious/obscure spell components I mentioned earlier. I'm willing to accept having all the common cheap components in a pouch, but hundreds of animal tissue samples is stretching it.
I suppose you could try to sunder/disarm a pouch if you want to take the wizard captive instead of killing him though. If the wizard uses Shift/Dimension Door to escape grapples (which also stop V-S spells) then I suppose you could limit his options by taking away the pouch, but it's so extremely situational.
gniht |
personally, i think with familiars actually being fairly useful it's not out of line to allow swapping the school slot with something more useful using spellbinder... and really it's only much of an issue for the diviner, since the spell selection is pretty abysmal. but yeah, the wording is such that it could easily be seen either way.
assuming that's ok with my gm i'll go spellbinder.
ok, i'll forget about eschew. also, i wont need imp familiar if i go spellbinder. that leaves more options.
here is what i have to start so far:
elf (alt favored class bonus +1/2 class ability)
traits: eyes and ears of the city, reactionary
wizard: spellbinder archtype, divination (forsight)
str:10
dex:14
con:12
int:20
wis:10
cha:7
perception: +6 at 1st level
initiative: +9 at lst level
*perception seems a little low, maybe it would be worth losing some str for some wisdom and/or sneaking in skill focus (perception) somewhere?
feats and features:
1st: forwarned, prescience, scribe scroll, improved initiative, bonded spell
3rd: extend spell, bonded spell
5th: spell focus(school?), greater spell focus(?), bonded spell(dispell magic)
7th: spell penetration, bonded spell
8th: fortell
9th: quicken spell, bonded spell
10th: dazing spell
11th: spell focus(school?), bonded spell(mage's lubrication)
13th: greater spell focus(?), bonded spell
15th: spell perfection, spell perfection, bonded spell
17th: spell perfection, bonded spell
19th: spell perfection
20th: spell perfection
ok... so i might have gone a bit overboard on the spell perfection...
no idea what schools for the spell focus yet. thinking about evo or conj for the first set of focus, then possibly abj for the later set... evo seemed to have a lot of variation (in terms of different effects/different saves)and could be great with dazing spell, but conj seems to be the favorite among people here?
hustonj |
Anyway, there is of course the Sunder/Disarm Spell Component Pouch tactics. But that's a bit of a niche tactic, if you're in melee with a wizard why not just kill him?
Sunder/Steal, not Disarm.
I, as a player, regularly try to separate enemy casters from their component pouches/holy symbols. Why let the opposition have the OPTION of using their strengths?
The Art of War applies. It applies to module design and NPC behavior selections as readily as it does to PC behaviors.
A GM whose NPCs have the appropriate training/spells to do the same and does not use them is soft-balling the encounter.
Yes, a Disarm/Steal/Trip monkey slows combats down almost as much as a battlefield control caster, but they do a FAR better job of reducing the damage dealt to their own side.
Edit: So, the enemy mage lives a round or two longer than he would have. If he gets off 1 fewer damaging spell, and doesn't get to use his teleport-based spell to escape, suddenly removing his spell component pouch WAS a big deal.