Advice for Divination Wizard Build


Advice


I've just rolled up my ability scores for a new character. It's Hard Mode, meaning 3d6, in order, no re-rolls...all that considered, I think I did pretty good: 11 str, 12 dex, 12 con, 14 int 5 wis, 12 cha.

We're restricted to CRB classes/races, so this says to me "Elf Wizard". I'm really liking the flavor of going Divination Specialist with my -3 Wis Mod (I'm so caught up on looking into the future/wayy over there, that I can't be bothered with the here and now). I'm having trouble deciding on Restricted Schools, though I think Illusion fits well, still going back to the -3 Wis Mod.

I'm looking for some help on what Restricted Schools I should take (or other suggestions for specialist schools), and what spells I should put in my spell book. We're starting at 3rd level, no magic items, and any other shopping will consist of writing up a wish list and being told what we've got. Oh, and sub-schools/elemental specialists are allowed to be suggested, but GM can say no.

Any help would be appreciated :)


Restricted school depends on what you plan to do. It won't be Divination (your specialty), Conjuration (too many useful spells), or Transmutation (ditto). Probably shouldn't be Abjuration either. That leaves you illusion (good for battlefield control and misleading opponents, plus some great defensive spells), necromancy (lord of the debuffs), evocation (blow stuff up real good), and enchantment (own living creatures with poor will saves). I'd probably drop Necromancy and Evocation -- if you're an elf, to me that screams being "subtle" with illusion/divination/enchantment. But pick to suit.

Spells: again, will depend on what style of play you want. If you want to go for subtle manipulation and control, then charm person is a definite must. Web or glitterdust would be good at second level, but there are a lot of options. Generally you want at least one good spell targeting each save, plus utility spells to do things, and defense spells to keep you (or your friends) alive. Mage armor is a probable must.


With such piss-poor Int and generally low stats, I would only look in a Teleportation (conjurer) specialist, specializing on summoning. The school gives you ways to teleport and move around the battlefield as a swift action and you get to summon monsters as a full round action. No saving throws involved, which really suits you, given your abyssmal DCs. For such a build Human works best, letting you have Superior Summoning by lvl3 (say hallo to 1d3+1 celestial eagles!). Here is a build I posted in a thread some time ago:

Human Teleportation specialist (ban Enchantment and Necromancy)

Greensting Scorpion familiar (+4 initiative)

1 Spell Focus: Conjuration, Augment Summoning
3 Superior Summoning
5 Improved Initiative, Craft Wondrous Item
7 Spell Specialization (Summon Monster spells)
9 Greater Spell Specialization
10 Opposition Research (Necromancy)
11 Quicken Spell
13 Reach Spell
15 Extend Spell, Craft Rod
17 Spell Perfection (Summon Monster IX)
19 Improved Familiar (I like Imp and Faerie Dragon)
20 Craft Wand

Focus on summoning spells, battlefield control spells and generally spells that require no saving throw. Greater Spell Specialization will let you cast any summon monster spell spontaneously. Spell Perfection will double the effects of superior summoning, letting you fill the battlefield with T-Rexes with a single casting of SMIX. You need 3 metamagic feats to qualify for spell perfection though, these are the most useful I can think of. Opposition research will give you back enervation (very useful as it does not require a saving throw) and craft rod will let you make metamagic rods to cover any potential need. With Improved Familiar and Craft Wand you can equip your familiar with wands for better action and gold economy.

If you insist on Divination, go with the Foresight subschool. Elf is the best choice unless you intend to focus on summoning. Don't forget their Fleet Footed alternative racial trait. With this, the familiar and the school power you should almost always go first in battle.


I expect that you will start with 7 lvl1 spells and 2 lvl2 spells. Assuming you go summoner style with the Teleportation specialist, I suggest:

LVL1

1. Mount (if you can use it to attack others, otherwise Summon Monster I)
2. Color Spray
3. Silent Image
4. Vanish
5. Protection from Evil
6. Mage Armor
7. Grease

LVL2

1. Summon Monster II
2. Glitterdust


If everyone else is in the same boat in terms of stats, then you might as will stick with Divination. 14 Int... I assume you can boost that to 16 as an elf? That's not bad at all.

I'd say you want to oppose necromancy, evocation, enchantment or abjuration. If it's pure utility, probably necro and abjuration. But these four are close enough that it's really a question of style. Remember, if you go the bound object route you will still be able to cast spells from that school through the BO.

Doug M.


Douglas Muir 406 wrote:

If everyone else is in the same boat in terms of stats, then you might as will stick with Divination. 14 Int... I assume you can boost that to 16 as an elf? That's not bad at all.

I'd say you want to oppose necromancy, evocation, enchantment or abjuration. If it's pure utility, probably necro and abjuration. But these four are close enough that it's really a question of style. Remember, if you go the bound object route you will still be able to cast spells from that school through the BO.

Doug M.

It is not the players that matter, it is the enemies. I don't expect the GM to lower the saves of the monsters. This is the point of hard-mode anyway, powerful monsters / weak PCs. I say better be safe than sorry and go with summoning that will be effective no matter the enemies. (You can still be screwed by protection from (aligment), but this is the exception. Having monsters with strong Will and Fort saves, well, this is the rule.)


Thanks for all the advice everyone! I am indeed sticking with Divination, and my DM is letting me focus into the Foresight sub-school. 16 Int as an Elf is indeed pretty much our (as a group) best ability score, which is pretty sad, but that's hard mode. I'm going to oppose Illusion and Necromancy, which most definitely consist of most spells requiring saving throws (besides maybe Enchantment).

I haven't picked any feats yet, but I get two, so I'll probably take Improved Initiative (combined with Foresight sub-school = always Always go first), and then probably Spell Focus (Conjuration), because I do plan to use plenty of Conjuration Spells, including Summons, Pits, Grease, etc. Spell Penetration might be worth taking at 5th level, though still a bit early, so probably Augment Summoning along with a Metamagic Feat. I took the Familiar Arcane Bond (Hedgehog (his name is Kyle), because as a Wizard, Will is my worst save...>_<), and I will be going Improved Familiar by 7th, most likely for a Harbinger Archon, though I do have a question about that:

My alignment will be NG. This has probably been covered in another thread, but the feat text for Improved familiar states:

Improved Familiar wrote:
You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
However, in nearly every creature description of the improved familiars, such as the Harbinger Archon, it explicitly states:
Harbinger wrote:
A spellcaster must have the Improved Familiar feat, a lawful good alignment, and be an arcane caster level of 7th or higher to gain a harbinger familiar.

So, which is it? Do I have to be LG, or is NG good enough, or ever TN?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Advice for Divination Wizard Build All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice