| GreyFox776 |
I am currently playing my first ever wizard and i find that i seem to be not much help to the party once out/low on spells or once the fight has boiled down to the mop up and casting would just be a waste/show boat move.
so what does a wizard do when not casting? currently my go to moves have been to help the barbarian by setting up flanking and/or using aid other for bonus to hit for him, or using crossbow for a little damage but i am finding as levels progress (currently at 7th) bad guys can one shot me in a round so getting into combat is getting a little dicey and AC on the badies is getting rather high so ranged attacks are dropping off as well.
I guess what i am looking for here is general wizard tactics throughout a fight ie cast a buff or two, throw some control or summons in and then "something".
so how do the wizards in your groups handle these situations both at low and mid range levels?
EDIT- my problem may just be that i am used to playing fighters and as such used to always having a clear "something" to be doing
| Umbranus |
Instead of using a crossbow you could cast a damage cantrip all day. The damage is lower but it is much more likely to hit. When fighting trolls or other regenerating monsters the acid splash can be everything that is needed for your party to win.
As an alternative you can use nonharmful cantrips to buff the party. Something like resistance for example.
Or you can use wands of 1st level spells that work well no matter what CL they are cast on.
Ill omen is a nice one for that. But I don't know if it is one the wizard list.
| rangerjeff |
Wait, you're 7th level wizard and you're running out of spells? I'm guessing this is a home game with lots of combat between resting. If so, ask your GM to space the combat out a little and give you time to rest. There really should be no more than 3-4 encounters between resting, 5 at most.
That said, never get into melee. And drop the crossbow, it's a 1st level only kind of thing.
Have scrolls and wands, that can help. And Pearls of Power, 2-3 1st level ones, and 1-2 2nd level. Maybe even a 3rd, though that's like 9000gp.
But at the end of the day, don't feel bad about standing back and doing nothing when combat is under control and/or you're low on spells. Wizards are heavy hitters. That 1st round spell made it possible for your fighter types to mop up easily. So take your time, enjoy the moment, study a bug on the ground, you're a wizard, you're not interested any more once it comes down to stupid muscly stuff.
| Umbranus |
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Some addon about damage cantrips:
Just because their base damage is just 1d3 that doesn't mean that's all they can do. Have a bottle of acid around or a flask of liquid ice and your ray of frost or your acid splash does 1d3+1. And as rays count as weapons the get all those bonuses that apply to weapon damage. For example inspire courage (bardic performance), point blank shot, flagbearer (feat), the prayer spell and many more.
I had one a sorc build that did 1d3+7 with his ray of frost at first level just with self buffs.
| Bart Vervaet |
like Rangerjeff said, once you cast those few spells that allow your party melee types to just mop up the debris, just stand back, twiddle your thumbs and enjoy the show.
It never hurts to have at least one damage cantrip though, even if it is for the comic relief factor. (nothing is more funny than the wizard dropping the bad guy with an acid splash, even though the other 249 hp were drained by the fighter)
If you really find yourself running out of spells all the time, pearls of power are a nice solution. But really you should think about being more economical with your spell use
| Rynjin |
Mine usually sleeps.
But if you're really running out of spells in the middle of the day, you should probably rethink your spell usage. And buy Pearls of Power. And Wands. And Scrolls.
Really anything that gives you more spells is OOOOOH TAY! A wand of Web or Grease or summat will serve you in good standing.
| GreyFox776 |
RJ nailed it, it's a home brew game and the GM is mean to the point of cruel when it comes to the CR of encounters lol (if going by the CR scale in the core book almost ever fight would be considered legendary), the trouble is that in his mind a fight is not fun unless the party has just about tapped all resources in order to overcome it...and then he will throw in another just like it to really make us work =(
an example would be forcing an encounter with 4 gargoyles on a lvl 5 party of 4 with two members below 0 hp including the cleric, we survive somehow through a combination of shear dumb luck and determination (with a dash of min maxing)
but whining aside i like the idea of beefing up acid splash if possible as i always have it on the list as i am a conjurer and its the only 0 lvl conjuration i have access to, so what are some of the ways to buy the damage on cantrips ie is it only through spells or can certain magic items boost it as well?
| Darkwolf117 |
In regards to beefing up Acid Splash, check out the Alchemical Power Component of Acid for it. It's not much, but if your GM lets you, you can use the Acid as a focus for the spell to add 1 point of damage.
| mcv |
My level 4 wizard has defeated a mummy with marbles, rescuing our badly damaged fighter in the process. Marbles aren't great, but they're cheap, and it can be yet another check for the bad guy to make. If he fails, he goes down and gets hit by attacks of opportunity when he gets up. Giving your fighter free attacks is one of the best things you can do as a wizard.
Basically, wizard tactics as I understand them so far (I'm also playing my first wizard ever) are:
* Try to go first in round 1
* Round 1: Cast something that turns the circumstances of the battle in favor of your melee guys
* Round 2+: If your melee guys are swamped, need to work too hard, are taking damage, etc, cast something else to assist them further.
* Round X: sit back and let your melee guys win the battle for you.
Your contributions count most heavily in the early rounds. Once you're winning, stop wasting those precious spells. Use cantrips or items. Acid splash, marbles, crossbow, longbow if you're an elf, etc. But stay out of melee, make sure the others can focus on fighting rather than saving you. Help them where you can, but stay out of the way otherwise.
When the battle doesn't go the way it's supposed to, cast something else to give your guys the edge again.
You shine during the early rounds. You dictate the circumstances of the battle. If the circumstances are not in your favour, you're the one who can change them. Once you've done that, it's the turn for your melee guys to shine by finishing them off.
If they need a flanking buddy or other help in melee, you summon one. You don't offer up your own body for that job. Note that at level 7, a first level Summon Monster still summons a flanking buddy for 7 turns. This is an excellent deal.
Other first level spells like Grease and Silent Image can win an entire encounter for you in the right circumstances.
| GreyFox776 |
hmm just having a quick read, point blank shot and deadly aim might actually work out, will need to think about the feat investment but it is intriguing none the less as acid splash is ranged touch so even at penalties to hit from deadly aim most baddies as still well hitable.
I just it comes down to is there something other than damage i should be focusing on, we have a barbarian who causes ridiculous damage with his great sword already, even with the tough bad guys he still usually drops things in a round or two so maybe damage should just be left to him and i should try to control in some non spell related way?
| magnuskn |
Crafting or buying a Wand of Magic Missiles at caster level 9 will hold you a long time before you need to re-invest into that again. 6750 gp or half that if you have Craft Wands.
| rangerjeff |
It is not the wizard's job to do damage. Since this is your first wizard, and you've played only fighter types before, I forgive you for being confused. Your job is to be interesting, change the balance on the field. What wizard type are you? If evoker, try to take some feats like rime spell that add an effect to the damage you do. If not evoker, you have many options for messing with the enemy. Walls or illusions to divide the field of combat. Summons. Control like create pit, web, grease. Buffs like haste, heroism, bulls strength.
| GreyFox776 |
I have found as a conjurer my main tactics spell wise usually go something along the lines of Stinking Cloud in round 1, then summon some monsters for assistance in rounds 2-3, then maybe do some of the less effective stuff i mentioned earlier. Also Haste has been a big party favorite, as well as some clever uses of silent image to summon a "ghost"/walls/spikes/copies of characters. by far the best spell i had for about 4 levels was color spray, with that and grease the party dropped an ogre at lvl 1.
checked and yeah Umbranus was right about deadly aim on touch attacks so no go on that one =(
| GreyFox776 |
It is not the wizard's job to do damage. Since this is your first wizard, and you've played only fighter types before, I forgive you for being confused. Your job is to be interesting, change the balance on the field. What wizard type are you? If evoker, try to take some feats like rime spell that add an effect to the damage you do. If not evoker, you have many options for messing with the enemy. Walls or illusions to divide the field of combat. Summons. Control like create pit, web, grease. Buffs like haste, heroism, bulls strength.
yeah for the most part i try and play a "controller", i read treatmonks guide for the "god" wizard and it made a lot of sense to me, and so far i am proud to say i have not memorized magic missile once during seven levels lol (i dont even have the spell) because grease is just too damn useful and color spray was awesometacular for the first 4 levels. Same too goes for fireball (i have that one) which doesnt get to see the light of day because stinking cloud muscles its way into the list on a daily basis because the debuff is just too damn good to pass up for damage
| GreyFox776 |
here is the basic rundown of the character as he stands atm, any suggested improvements welcome as the group has been on a long break and the GM has given us the chance for a minor respec (as in maybe swap out some feats and swap stats around a little)
* note on stats - GM gave us a 30 point stat buy as he is really stingy on magic items and cash (currently the only magic item i have is a belt of mighty con + 4 which the barbarian wants, but he already has magic armor/weapons and gets buffed to hell each fight so the belt went to me....for now) stats for the belt not included below
SEAROS SPELLBINDER
Male Wizard 7
Init +5; Senses Perception +2
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 44 (7d6+7)
SR 0
Fort +3, Ref +5, Will +7
==OFFENSE==
Spd 30 ft/x4
Melee Quarterstaff +3 (1d6) 20/x2 monk
Ranged Light Crossbow +6 (1d8) 19-20/x2
Special Attacks Summoner's Charm (PFCR 80)
==STATISTICS==
Str 10, Dex 16, Con 12, Int 21, Wis 14, Cha 7
BAB +3, CMB +3, CMD +16
Feats Augment Summoning (PFCR 118), Combat Casting (PFCR 119), Extend Spell (PFCR 123), Greater Spell Focus (PFCR 125), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134), Superior Summoning (PFUM 157)
Skills Appraise +15, Craft (alchemy) +9, Fly +10, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (religion) +10, Knowledge (planes) +10, Linguistics +15, Ride +8, Spellcraft +15
SQ Arcane Bond (PFCR 78), Specialty school Conjuration (teleportation) opposition schools (Necromany/Enchantment)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
Ascalaphus
|
Magic Missile isn't a bad spell actually, but you gotta know what to use it for.
- enemies that are almost dead; now the fighter can move on to FA something that's more than half healthy.
- enemies with a handful of HP that try to flee; MM's range and certainty of hitting are especially good here.
I find it worthwhile to prepare 1-2 MMs, but then we also have a nemesis who uses Shadow Projection, so force damage is at a premium.
| mcv |
Magic Missile is situationally excellent. When you encounter a monster that's incorporeal or otherwise hard to hit, magic missile will still work. Just a simple 1st level wand of Magic Missile for 750 gp will last you a long time, and you'll be happy to have it when you need it.
Preparing Magic Missile is less useful, because you never know when you're going to need it, and when you do, you probably need a lot of it.
LazarX
|
RJ nailed it, it's a home brew game and the GM is mean to the point of cruel when it comes to the CR of encounters lol (if going by the CR scale in the core book almost ever fight would be considered legendary), the trouble is that in his mind a fight is not fun unless the party has just about tapped all resources in order to overcome it...and then he will throw in another just like it to really make us work =(
Sounds like he's being a proper GM to me. If your group is surviving it's combats, than it sounds like he's just got the right balance to keep you on your toes. The game IS supposed to challenge you, and if he's playing a gritty themed campaign, it sounds like he's got it tuned just right. Maybe you need to look at your own resource management.
| roguerouge |
Basically, you need wands in this campaign. A wand of magic missiles is a great way to keep flexibility in spell slots while still having something to do in every round. You want wands that don't require saves due to the low DCs.
But that's academic, as you have an adversarial DM.
So, the best alchemical item out there is tanglefoot bag. Ranged touch, automatically slows the target's speed and may immobilize. In either case, stand back and use your speed advantage to kill with ranged attacks.
And if your barbarian closes with an entangled opponent, threaten to never buff him again!
| Kimera757 |
so what does a wizard do when not casting? currently my go to moves have been to help the barbarian by setting up flanking and/or using aid other for bonus to hit for him, or using crossbow for a little damage but i am finding as levels progress (currently at 7th) bad guys can one shot me in a round so getting into combat is getting a little dicey and AC on the badies is getting rather high so ranged attacks are dropping off as well.
Don't flank. Seriously, keep out of melee!
I guess what i am looking for here is general wizard tactics throughout a fight ie cast a buff or two, throw some control or summons in and then "something".
so how do the wizards in your groups handle these situations both at low and mid range levels?
EDIT- my problem may just be that i am used to playing fighters and as such used to always having a clear "something" to be doing
At 7th-level, usually a wizard has enough spells "on tap" not to run out over the course of a day. Are you using lots of utility spells outside of combat? You didn't include your spell list.
By taking the teleportation school, you denied yourself an "at-will" option. (Acid Dart isn't at-will, but it should be enough to fill in the rounds.)
I notice you're also really good at summoning, with at least two feats dedicated to that. Summoning gets powerful in two levels, but that's also the kind of thing that gives the wizard lots of time with nothing to do. Once you have a summon, you don't really need to buff them, and if you have two or three summons out, you're already contributing even if the wizard is taking a nap!
The only other suggestion I could make is get a wand of an offensive spell. Try Scorching Ray or Magic Missile so you don't get shafted by a low save DC (something any control wizard would worry about). Yes, you won't be controlling things, but that's still better than having nothing to do.
I wouldn't suggest a staff, even though that's a superior option, simply because a 7th-level wizard doesn't have that much gear.
| Rory |
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I guess what i am looking for here is general wizard tactics throughout a fight ie cast a buff or two, throw some control or summons in and then "something".
First, plan your day. If you are frequently facing 4 to 5 challenges per day, then assume you'll need spells for all 5 challenges. Add up all the spells you can cast (@7th level, 21 INT, arcane bond, I count 7 1st, 5 2nd, 4 3rd, and 4 4th = 20 spells). 20 spells means you should cast, at most 4 spells per encounter. That's quite a few actually.
Second, stock up. You have the feat Scribe Scroll. Don't be afraid to use it. Out of combat spells are great targets for scrolls to start. This will free up the ability to memorize the go to combat spells more freely.
Third, keep a margin of slack. Leave a few of your spell slots open if you don't know how the day will unfold. As it unfolds, prepare specific spells with specific knowledge.
Now that you are "prepared", there are some in-combat tricks to give your wizard the "doing something" feel.
Summoned Monsters. This appears to be your specialty. Your critters are lasting quite a long time now. Let those be your "actions" when it comes to mopping up. Your wizard can "study a bug" (I liked that) in his infinite enlightenment while you the player can have fun playing the summoned critters.
Ball of XXX. There are quite a few spells (Flaming Sphere, Aqueous Orb, Ball Lightning, etc.) that last 1 round/level. Your wizard can direct these balls in combat to "do something". Aqueous Orb should be astonishly excellent for you given your conjuration forte. Talk about your "mop up" spell. Ha! Ha!
(note: a simple Flaming Sphere spell cast in support of a fighter with Step-Up-N-Strike will make the fighter smile!)
And what others have said, get and use a Wand of YYY. I wager you 2 virtual coppers that a Wand of Magic Missile (level 9) will last you 5 levels if you only used it "just to have something to do that round".
At 7th level, you are on the cusp of having more spells per combat at your disposal than you will know what to do. The question soon will be how to make use of all of those spells as combat is over with too quick.
| Mystically Inclined |
Seconding the above.
What I haven't seen said here yet is the purpose behind having magical supplements. Scrolls are of course great for keeping situational spells on hand, and every wizard should have a variety. Especially since they get scribe scroll for free!
But what YOU really need to concentrate on is wands. For a sorcerer, wands are a great way to cast spells that are not on their list of spells known. For a wizard, wands give staying power. Low level spells that don't depend on DC (wand of grease, anyone?) make excellent choices. I understand the philosophy behind a wand of magic missile, but I've never been that enthused. You can chip away with acid orb or ray of frost for free. What wand of MM comes down to is: is the cost of the wand worth being able to hit anything that I can see? After a high enough level, 700 GP is nothing so it becomes worth it.
The only problem I see is that if your GM wants to exhaust your resources every day, then nothing prevents him from tacking on more encounters when you get better at conserving resources. You could end up spending a bunch of money on expendables and shifting your spell selection only to find that your group is suddenly having 8 or 9 encounters per day instead of 5 or 6.
| robin |
There is two questions :
If the party in in the stade of mopping up , you let your fighters/rogues/barbarians finish the opponents and make perception checks to insure no nasty surprise is going to renew the fight. Fighters are not limited as to the number of swings they d each day , you are !
you certainly do not waste resources (even such as a wand) which will be helpfull
If you are running close to empty but still you aid is needed , this is indeed the time to use wands/Scrolls/permanents abilities .
One of the hardest thing for a caster is knowing that some rounds you do not have to act. It is better to do nothing sometimes when the encounter is easy on your friends rather thant have nothing to do when the boss fight begin
| mcv |
Low level spells that don't depend on DC (wand of grease, anyone?) make excellent choices.
Grease depends on DC.
I understand the philosophy behind a wand of magic missile, but I've never been that enthused. You can chip away with acid orb or ray of frost for free. What wand of MM comes down to is: is the cost of the wand worth being able to hit anything that I can see? After a high enough level, 700 GP is nothing so it becomes worth it.
Exactly. And it always hits, including incorporeal targets, which can be very hard to hit otherwise. It's not something you must absolutely buy as soon as possible, but if you ever have a few hundred gp left over and need something extra for the occasional hard to hit target, it's an excellent choice.
The only problem I see is that if your GM wants to exhaust your resources every day, then nothing prevents him from tacking on more encounters when you get better at conserving resources. You could end up spending a bunch of money on expendables and shifting your spell selection only to find that your group is suddenly having 8 or 9 encounters per day instead of 5 or 6.
So don't use your expendable resources every day. Try to make it on your prepared spells, and when the GM thinks you're all tapped out and vulnerable, you tap into those expendables. It's your reserve, and not something you want to use every day.
Ascalaphus
|
With the wizard I play right now (conjurer, level 8, Treantmonk style), once I've cast a few (summoning) spells, I tend to hang back and cheer on the 2HW fighter and/or the hound archon. It's some very hurried casting in the beginning, but after that I can sit back.
I also try to conserve resources; I know the cleric's player isn't doing that, so in a second encounter I have to carry more of the load.
I try not to let the GM notice how many resources I'm still keeping in store; I don't want to make him feel that he's not exhausting us sufficiently.
LazarX
|
Third, keep a margin of slack. Leave a few of your spell slots open if you don't know how the day will unfold. As it unfolds, prepare specific spells with specific knowledge.
Follow this one with a grain of salt. If you're facing waves of encounters, you're not going to have time to prepare spells for those empty slots. If you're fairly confident that you can choose a spell which will be useful, go ahead and fill that slot. You're better off toting some extra scrolls, than sitting around because your empty slots are the only slots you have left and you've got a wave beating down on you.
| tonyz |
Everyone else seems to have covered the spell-slinging side well enough. Let's talk about other things wizards can do.
First off, use your Int. Do Knowledge checks, see if you can figure out what you're fighting, tell people about it and its weaknesses.
Think about tactics and what the monsters might be up to. Think about the general situation. Anticipate what might go wrong and be prepared to counter it. Considering readying spells for a particular situation that might be dangerous (e.g., "if the monster tries to run I use my wand to grease the area it enters" or "if another monster shows up I magic missile it")
| Rory |
The only problem I see is that if your GM wants to exhaust your resources every day, then nothing prevents him from tacking on more encounters when you get better at conserving resources. You could end up spending a bunch of money on expendables and shifting your spell selection only to find that your group is suddenly having 8 or 9 encounters per day instead of 5 or 6.
This can be a "problem" or a "challenge". I've played in and ran a few scenarios like this.
.Strategy: Don't outrun the bear, outrun the dwarf. The party is going to run short on a resource, forcing rest. Don't let it be you. That being said, you don't want there to be a lack of hitpoints before you, the wizard, run out of power. Having half the party dead does no good.
I appreciate the challenge that goes with attrition style events. They take more strategy to complete than the simple shoot-n-scoot encounters, 4 per day. I do not recommend attrition events on an every day basis, but on occasion they can be quite fun.
Not everyone likes these types of adventures of course. If you don't, then "squeak" early. Wait until after the third encounter (or second if both were HARD), and freely drop hints to the party and GM that you are wanting to rest.
- "Hey all, for the next encounter, I'll be holding back some as I'm running out of good spells"
- "Can we search this area a while so I can fill in some readied spell slots?"
- "Well, I'm down to summoning level 1 monsters, don't count on much support if we fight. Let's use diplomacy instead."
| Adamantine Dragon |
My druid was built as an archer in part because I wanted her to be a competent combat participant without using any spells at all. That has proven to be a good tactical approach since she has been able to reserve her spell casting for major encounters. There is no reason a wizard couldn't take the same approach. But it does mean dedicating feats to the archery tree instead of to more wizardly pursuits.
Lacking that a wizard can always fall back on cantrips. Personally I'd prefer a wizard using "ray of frost" or "acid splash" to attempting to use a crossbow in combat. The damage isn't going to be that great in either case, but using cantrips frees the wizard up to move around without having to reload a crossbow.
Other options are to focus on spells like "flaming sphere" which allow the wizard to contribute without casting a spell every round.
| PhelanArcetus |
Once you're in mop-up, you probably want to either use cantrips, or just delay so that you can react to any unexpected developments, such as new threats arriving, immediately. Don't feel bad about not contributing during those rounds. It can be frustrating, but that's the price you pay for being a resource-limited class in a campaign that actually plays enough encounters per day to expend those resources.
Wands and scrolls are great things to have in your pocket in general, as are pearls of power, though it sounds like magical gear isn't exactly flowing.
Reynard_the_fox
|
Seconding the Orb spells (Flaming, Aqueous). Look for spells that last for a round/level that you can move around. Dust Wall is a nice one, too. Also keep an eye open for spells like Telekinesis and Enemy Hammer that let you do something as a standard action for a round/level; combine one of each and you can go an entire combat just casting two or three spells. (Alternately, if you have a good strength, any of the beast shape spells could be nice, too.)
PS: Using a Rod of Persist (each foe has to save twice for each spell) makes them way more annoying.
| Mystically Inclined |
Mystically Inclined wrote:Low level spells that don't depend on DC (wand of grease, anyone?) make excellent choices.Grease depends on DC.
You're absolutely right. I was only thinking of one application. Let me rephrase.
Low level spells that have effects that don't depend on DC make excellent choices. Using grease as an example, you can perform some basic battlefield control by limiting the paths that baddies take to get to you, or at least slowing them down. They can still get to you quickly with an acrobatics check, but a level 1 spell isn't going to be able to block everything. It won't do a thing for flying opponents either, so it depends on when/where/how you use it. Meanwhile, grease has other uses too, though as mcv pointed out those uses are dependent on DC.
| master_marshmallow |
you get scribe scroll for free, plan on using it
often its less expensive than buying wands since scribing is only 12.5 x spell level x caster level gp so you can get some decent use out of them
basically whenever you guys arent fighting things and you arent sleeping, you know that time period where your DM goes "what do you wanna do while you're in town?" you should be scribing up some things. it basically gives you extra spells per day at a gp cost, if you wanna spend the higher amounts of gp on them, then you can get away with basically doubling the amount of high level spells you have by making yourself some scrolls if in game you have a few days of down time
| Adamantine Dragon |
The thing about scrolls is that you may have to invest a move action in readying one for use. If you do prepare scrolls in this fashion, and your party uses the concept of a party fund, you could argue that the scrolls prepared this way should be paid for out of the party fund.
In one of my recent campaigns the party had a wizard who would frequently summon some monster on the first round, then turn invisible and hide during combat and let his summoned monster be his proxy in combat.
| Bill Dunn |
I'm playing a summoner with a lowish Dexterity, so I went with a reach weapon to fight from the second rank behind the front-rankers and my eidolon when I'm running low on useful spells for the situation. But then, not being a wizard, I do have some options with the character that are a little more combat-robust.
I also multiclassed as a bard because I was using (and needing) a lot of social skills early in my career. That gives me the option of inspiring courage too.
| Orthos |
To people recommending wands and/or scrolls, do note that creating these items does cost money, money the OP has said is short in coming:
GM gave us a 30 point stat buy as he is really stingy on magic items and cash
So all this recommending of "get X item(s)" might not be something the OP can even have as an option - I don't see a listed inventory on the character sheet he posted, but since he said "the only magic item I have is my +4 Con Belt", I'm guessing wands are in short supply and there's no Magic Mart to pick one or two up at. Scrolls are a bit less of an issue, as he is a wizard, but again eventually he's going to run out of gold.
| Kahn Zordlon |
I played a wizard and decided to go eldirch knight. I liked buffing myself [ ;) ] and doing damage, while having the ability to fill in and even spread some spells around. I also didn't know what to do when I ran out of spells, and having the go-to of "I plug the BBEG with an arrow, it's keen, flaming, and came from a +4 GMW bow". I picked up the path later in the campaign, but it worked and was fun. Good luck.
| Dr Grecko |
To people recommending wands and/or scrolls, do note that creating these items does cost money, money the OP has said is short in coming:
GreyFox776 wrote:GM gave us a 30 point stat buy as he is really stingy on magic items and cashSo all this recommending of "get X item(s)" might not be something the OP can even have as an option - I don't see a listed inventory on the character sheet he posted, but since he said "the only magic item I have is my +4 Con Belt", I'm guessing wands are in short supply and there's no Magic Mart to pick one or two up at. Scrolls are a bit less of an issue, as he is a wizard, but again eventually he's going to run out of gold.
That would certainly put a damper on things. But I will also add my +1 to the Wand of Magic Missile. My current char uses a CL7 wand to shoot 4 missiles at moments when a different spell would be over-kill. Ironically, with all the other more powerful things my char can do, my GM wishes he had never allowed me to make the MM wand.
With cash and items in short supply it may be beneficial to get some crafting feats. Craft Wand would help alleviate your current problem. But a craft wondrous items would benefit the party as a whole more. (assuming there is adequate downtime to craft)
| Lord Twig |
I'm surprised the (to me) obvious use of Magic Missile hasn't been mentioned yet. It's great against casters.
After you have set the battlefield, nothing is worse than having an opposing spell-caster come along and screw it up. Have a Magic Missile ready to interrupt a bad guys that tries to get a spell off. At 7th level you will do an average of 14 damage, that is a 24+spell level DC concentration check to keep the spell.
Also, while you certainly want to stay out of melee when possible, sometimes it is unavoidable, or the enemy has ranged attacks. The 2nd level Mirror Image spell is one of the best defensive spells in the game. It won't last forever as you lose images, but it can really save your bacon.
With a lack of money and magic items, I think your only option is to try to make a few scrolls for when it really hits the fan. You probably won't be able to afford to use them everyday, but having even one when it counts is worth the trouble of making it.
| Mystically Inclined |
its not always the same thing... but whatever it is, it uasualy involves sock puppets...
BWAHAHAHAHAHAHA!!!
Okay, that's it. The next Wizard I play is going to specialize in battlefield control, and spend his off time playing with sock puppets that mimic the rest of the party. He will believe himself to be controlling the thrust of battle with his awesome puppeteering skills. Maybe he'll be a bard instead, so that I can negotiate with the GM to use Inspire Courage from Perform (Puppeteer).
Outside of battle, he's "cast" all these enchantment spells that he doesn't actually know, and try to get everyone to perform according to his whims.