God wizard ideas


Advice


After much reading of guides and other threads I have decided to make a "God" wizard. The problem is there is so much good stuff i am having a little trouble picking so I would like to ask for a good build for a God wizard(lvl 1-20).

I want to focus in divination(foresight) or conjuration(teleportation) it really is so hard to decide.

The point buy is 25 and no idea for a race.

The game is pathfinder only ( core,UC,UM,and APG)

Thanks in advanced and I look foreword to your advice.


Divination (Foresight) gives you the most powerful class abilities, for sure, but Conjuration (Teleportation) is quite nice too.

...and in terms of conjuration spells vs. divination spells? No contest. That's not to say that divinations are necessarily bad, it's just that putting one at every level of memorization every day is a bit too much.

There's also an easy to miss rule; remember that you get to learn 2 spells for free every level? 1 of them has to be from your specialization, so as a Diviner, you have to pick up a divination spell at every single level. Doing that as a conjurer is quite easy; you usually want another conjuration spell every level.

However, that doesn't mean that Diviners are bad, just know what you're getting into. One thing I liked doing with my diviner was taking Preferred Spell so I could sacrifice unused divinations to spontaneously cast something else. In my case, I picked fireball; might not be optimal, but choosing a good non-blast spell is difficult. One perk is that you never actually have to prepare a blast; only prepare God spells and switch to blast after you've fulfilled your "God" duties. And picking up Dazing Spell later on could lessen its Un-"god"-liness?

Anyway, just my 2cp on the differences in the specializations.


What kind of conjuerer would you want to be? Do you want to focus on summoning, or on battlefield control? Battlefield control requires less homework, and imo is more effective and consistent. Metamagic Feats like extend spell suit conjuerers very well.


Divination's special abilities are extremely good---easily the best ones out there. Basically winning initiative most of the time is a very Godly power.
As to the spells, a LOT depends on how your GM handles divination. Most GMs are really uncomfortable with the signature spells in the school (scrying and contact other plane). I've got no big deal with it, and I've even got 'black box' mechanics for certain divination use cases where I (the GM) don't actually know the answer to the question asked (a prediction) but it is likely that the Power questioned DOES.
The same is really true of enchantment specialists and god forbid, illusionists. The specialty can rock or suck all depending on your gm and how they run things.


Initiative can be won very easily without the Divination Power, a good DEX, the right familiar, Improved Initiative, and some racial traits and character traits thrown in can make you pretty much guaranteed to go 1st.


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The Chort wrote:
There's also an easy to miss rule; remember that you get to learn 2 spells for free every level? 1 of them has to be from your specialization, so as a Diviner, you have to pick up a divination spell at every single level.

That's no longer true. They dropped that part with the last core rulebook errata.

I'd go with teleportation. Foresight is nice, but not something you'll often need as a god wizard. Would be more important to make ranged touch attacks hit, but a god wizard doesn't use those very often.

And as master_marshmallow already already said, having a high init is easy enough. Dex 14, Improved Initiative, any +2 Ini trait, the right familiar and a dueling weapon (dagger or gauntlet) will give you +16. Adding even more to that won't really do much.

Dark Archive

ARG? Sylph Windlistener, at level 1 you can spontaneously cast divination spells, so you won't need to prepare them.


Blave wrote:
That's no longer true. They dropped that part with the last core rulebook errata.

Really? Thank goodness; I can't wait to tell my GM. I need to track down that errata.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Ravingdork's Crazy Character Gallery has numerous ideas for a god wizard that may help to inspire you.

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Dark Archive

The Chort wrote:
Blave wrote:
That's no longer true. They dropped that part with the last core rulebook errata.
Really? Thank goodness; I can't wait to tell my GM. I need to track down that errata.

I did not know that either. It would be handy if someone could post a link to that here. I get frustrated trying to keep the rules strait that ARE in my books. How am I to keep up with changes that I do not ever know about... :(


The problem is, I can't link the rule since it's no longer there. The last Errata literally just said "delete that sentence".

I think it used to be in the magic chapter, under "Adding Spells to a Wizard's Spellbook". It now says

Quote:
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

There used to be one more sentence at the end,stating that one spell must be of the wizard's specialised school. But as I said, it got deleted with the last errata. Check the product page of the core rulebook for a download ofthe errata.

On a similar note: You no longer need to wield a bonded weapon. Simply holding it in hand is enough to cast without concentration check now.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Blave wrote:
On a similar note: You no longer need to wield a bonded weapon. Simply holding it in hand is enough to cast without concentration check now.

I did a jig when I read that.

Scarab Sages

And here I though the OP was asking how to make a wizard a GOD.

Staff of Wishes usually works for that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The "Staff of Wishful Thinking" is also impractically expensive. I'd only ever attempt it with an arcane sorcerer, who would then get infinite wishes for free by expending their 3rd-level spell slots.

Shadow Lodge

Blave wrote:
The Chort wrote:
There's also an easy to miss rule; remember that you get to learn 2 spells for free every level? 1 of them has to be from your specialization, so as a Diviner, you have to pick up a divination spell at every single level.
That's no longer true. They dropped that part with the last core rulebook errata.

Huzzah! Though it's still a decent idea to take one spell of your specialty school the first time you gain a new spell level, just so you have something to fill you specialist slot with that isn't a metamagic'd lower level spell. Especially with non-metamagic-friendly schools.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

May have been mentioned already, but:

Spellcasting prestige classes that grant you "+1 spellcasting level" don't increase your spells known.

A wizard going into lore master, for example, would get new daily spell slots, but not the two free spells known to add into his spellbook.


OK so I decided to go with Divination(foresight). The question now is what oppositions to take and what feats are really necessary for the character.

As a side not I will most likely avoid summons as the party is already at 8 and this will be one of the 2 casters.


Opposed schools are a matter of preference. I personally don't have too much use for necromancy, enchantment and divination (though I guess the latter is not on your list). Some people also ban illusion or evocation, but illusion has too many good defensive spells and having a blast or two ready never hurts. Abjuration has some nice things I wouldn't part with, too, like resist energy, dispel magic and spell turning.
Whatever you do: Don't - ever - pick conjuration of transmutation as opposed school!

With foresight, you should be able to succeed at a few touch attacks, so keeping necromancy might be a good idea (enervation, reach bestow curse, ray of exhaustion).

As for feats, there's not much that you need as a god wizard. Improved Initiative (though even that's questionable if you go with divination) ... and that's pretty much it. Usually I'd suggest taking the sumoning feats but those are obviously useless when you don't summon things. (Greater) Spell Focus Conjuration is kinda hard to recommend. It's great in the early levels, but too many of the high level conjuraions don't even grant a save.

I say be a god wizard by choice of spells, not feats. Use your feats to become good at something else. Blasting (Preferred Spell: Fireball), versatility (SF Illusion + shadow spells), messing with people's heads (SF Enchantment + persistent spell) or whatever you prefer.


Is Combat Casting ever worthwhile? For a God Wizard or any wizard really.


Lord Twig wrote:
Is Combat Casting ever worthwhile? For a God Wizard or any wizard really.

No. It's not even good for a Magus and a wizard will have a higher casting stat.


OK so I did more reading and decided to have abjuration(the cleric can cover this) and enchantment(once again cleric).

I also now get two traits.

For feats:
C:scribe scroll(can't replace)
1:toughness
3:craft wondrous (in a party of 8 this is important cleric has weapon)
B:heighten spell (prerequisite for preferred)
5:preferred spell-fireball(with only 2 casters and undead heavy this is needed)
7-20:no idea suggestions

I went with elf as the race and get average wealth by level so and we are officially starting this Saturday at 6th so have fun.


Can you get Magic Lieage as trait? Maybe buy it with the additional trait feat? If yes, takeit for Fireball

I'd drop toughness. It's nice to have, but other things are more important. With a diviner's abilities (never surprised and high Init) you should be able to use positioning to keep you save. If you want to increase your survivability, great fortitude is better in the long run.

As for feats (in no particular order):
(Greater) Spell Focus Evocation
Dazing Spell
Quicken Spell
Elemetal Spell Cold or Acid
Selective Spell*
Intensifie Spell*
Empower Spell*
Maximize Spell*
Spell Perfection.

*Those feats would be good for rods.

Basically, that's what I already suggested: Build a blaster and use your spell selection for the god-stuff. With Preferred Spell Fireball you can just memorize all the battlefield control you want and still blast enemies to bits at will. Read Brewer's Blaster Wizard guide for more ideas.


zwiz96 wrote:

OK so I did more reading and decided to have abjuration(the cleric can cover this) and enchantment(once again cleric).

I also now get two traits.

For feats:
C:scribe scroll(can't replace)
1:toughness
3:craft wondrous (in a party of 8 this is important cleric has weapon)
B:heighten spell (prerequisite for preferred)
5:preferred spell-fireball(with only 2 casters and undead heavy this is needed)
7-20:no idea suggestions

I went with elf as the race and get average wealth by level so and we are officially starting this Saturday at 6th so have fun.

So you're going to give up on dispel magic and force your healer to burn his spells to do your job? Never give up abjuration, it is too important.


zwiz96 wrote:

OK so I did more reading and decided to have abjuration(the cleric can cover this) and enchantment(once again cleric).

I also now get two traits.

For feats:
C:scribe scroll(can't replace)
1:toughness
3:craft wondrous (in a party of 8 this is important cleric has weapon)
B:heighten spell (prerequisite for preferred)
5:preferred spell-fireball(with only 2 casters and undead heavy this is needed)
7-20:no idea suggestions

I went with elf as the race and get average wealth by level so and we are officially starting this Saturday at 6th so have fun.

I'm with Master Marshmallow on this one, giving up Abjuration is a tough one. My first wizard did that and while you can get by on scrolls, sometimes it just better to have a Dispel Magic ready to cast. I suggest if you go this way pick up a Staff with dispel as soon as you can.

Now my current wizard is also a Foresight Diviner, but I took Dragon's Breath as my Preferred spell instead of fireball. The downside is you need to be up close to the action (which if you're like me, you love being up close and personal as a wizard). The upside is you can change your damage type to overcome whatever resistance comes your way. You can also use "Rime Spell" on the cold version of the spell for some good blast mixed with battlefield control action.

Either way, if you go fireball or dragons breath, you'll want to add the trait Magical Lineage to the spell to reduce the level increase for metamagic. And pick up "Dazing Spell" as soon as you can use it for the ultimate in battlefield control blasting.


I am with everyone else, don't give up Abjuration. I usually give up Necromancy and Divination. I don't mind giving up two zero level slots for Detect Magic.

So no Advanced Race Guide? If you can convince your GM to allow the Elven Archetype Spellbinder, you can make a blaster and God all in one. Spellbinder lets you trade out spells for a specific one (like a Cleric with Cure spells). So you memorize your God spells, then swap them out for blasting spells as needed.


I love the spellbinder archetype. However, it's debatable if it's worth giving up a familiar or arcane bond for.

Or, you can do what I did.. Take Spellbinder, and the feat taxes for Eldritch heritage so you can get your familiar back. Also Pick up Improved Familiar.

The OP asked what feats to get, and here's mine.. Albeit, their a bit off from the norm due to my archetype.

Traits:
Magical Lineage: Dragons Breath
Reactionary +2 Initiative

Feats:
W1) - Scribe Scroll
01) - Skill Focus (Kn: Arcana)
03) - Eldritch Heritage (Arcane Bloodline - to get back familiar)
05) - Improved Familiar (Lyrakien Azata - retrained at 7)
W5) - Heighten Spell
07) - Preferred Spell (Dragons Breath)
09) - Rime Spell
W10)- Dazing Spell
11) - Spell Penetration
-------
Future plans
-------
13) - Intensified Spell
15) - Spell Perfection (Dragons Breath)
W15)- Quicken Spell


Jodokai wrote:
If you can convince your GM to allow the Elven Archetype Spellbinder, you can make a blaster and God all in one. Spellbinder lets you trade out spells for a specific one (like a Cleric with Cure spells). So you memorize your God spells, then swap them out for blasting spells as needed.

I've found the best spells to pick for the spellbinder archetype are not blast spells as it's a full round to swap out a spell. The best spells fall under two categories.

1) Utility spells that when you need them, you need a LOT of them... Teleport and Dispel Magic fall under this category.

2) Buff/Utility spells that are useful in EVERY combat. You will have to still have them memorized, but after the battle is over, you can swap out another one to be ready to go for the next battle.... Mirror Image, Invisibility, Haste, all fall under this category.

My Spellbinder loadout currently goes like this:
1) Snapdragon Fireworks - (Purely roleplaying reasons)
3) Mirror Image
5) Haste
7) Dispel Magic
9) Teleport


I've never found the full round to be a problem when I'm blasting. I'm a Fireball sepecialist and my school is Conjuration to getting where I won't need to move isn't a problem. Once you get Overland Flight, it will never be a problem


Jodokai wrote:
I've never found the full round to be a problem when I'm blasting. I'm a Fireball sepecialist and my school is Conjuration to getting where I won't need to move isn't a problem. Once you get Overland Flight, it will never be a problem

If I'm understanding you correctly, you're using spellbinder to both swap a spell AND cast it in the same round. Spellbinder only allows you to swap a spell as a full round action.

So essentially, you waste a round swapping out a spell that you can then cast NEXT round. Like I eluded to in my previous reply, this has limited uses during combat, but can be amazing as an out of combat repeatable utility belt of commonly needed spells.


Thanks for the continued advice especially Blave for the guide link.

Unfortunately no spellbinder.

Point taken on abjuration and on looking over the spells necromancy and enchantment are the new opposition schools.

For the feats out to 15 I was thinking:
Elemental spell:acid, spell focus and greater focus evocation, spell penetration, and spell perfection with the bonus metamagic feats being quicken and dazing spell.

I am still having trouble with the spell selection there are just so many options.


One other thing I might suggest, seeing as you have 8 or more players in your campaign, is selective spell. Nothing worse than seeing your enemies in perfect fireball formation only to have it ruined because the fighter charged into the middle :)

As far as spells. The guides usually have a pretty good grasp on the good ones. Of course there's always cases where your preference may differ. But the guides are a good start.


Dr Grecko wrote:
One other thing I might suggest, seeing as you have 8 or more players in your campaign, is selective spell. Nothing worse than seeing your enemies in perfect fireball formation only to have it ruined because the fighter charged into the middle :)

If you happen to roast him a few times he might stop doing that...


Experiment 626 wrote:
Dr Grecko wrote:
One other thing I might suggest, seeing as you have 8 or more players in your campaign, is selective spell. Nothing worse than seeing your enemies in perfect fireball formation only to have it ruined because the fighter charged into the middle :)
If you happen to roast him a few times he might stop doing that...

Yep my Loremaster has some infamy among his companions for more than occasional willingness to drop AoE on their heads if they "got in the way" of his blasting. In my defense I did tend to drop stuff they had Resistance and Protection up for or would provide it before combat started.

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