
BloodyManticore |
His current stats are
standard PFS point buy
Str:8
Dex:16
Con:12
Int:16+2Human
Wis:10
Cha:10
Level:1
Divination subschool
Traits:
Feats:Reactionary, Ambitious
Free, spell focus(enchantment)
1st, Improved initiative
Human, Greater spell focus(enchantment)
1)Is it worth it to half specialize in enchantment or is too much immune to it?
2)Would this Wizard be stong enough in a normal PFS game to not cost other players their fun. I know the 16 in it is very suboptimal, But its my first pfs game and I don't want to make a 2d wizard.
3)In PFS how does a wizard go about buying new spells, and Is blood transcription legal to let me carry over the learned spell if I wrote it down.
4)what should my opposition schools be? I haven't played wizard before and I don't know which schools are important
his future feats I'm planning to look like
3rd, Spell focus(Conjuration)
5th,greater spell focus(Conjuration)
5th bonus, heighten spell
7th,Spell penetration
*9th,Combat casting
10th bonus, still spell
*11th,Greater spell penetration
*= edited due to advice from comments

Master of the Dark Triad |
It really depends on what you want this wizard to do well.
For an enchanter, I usually do sorcerer because some bloodlines let you affect certain mindless creatures. So yes, it's quite likely that half specializing in enchantment isn't worth it. In fact, I'd make it an opposition school.
As for your other one, that depends on what you want to do with the character. I've never much like divination, but you play what you want.
Focusing on conjuration is good. It's a very good school.
Lastly, I think there's a trait (someone else can help with what the name is because I don't know it) that lets you use INT for diplomacy. I'd take that and dump charisma for a higher INT.
Lastly, don't worry about optimization with a wizard. You're playing the second most powerful class, you'll be fine.

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I am not sure but thought you are supposed to take spell focus in the school which you are specialized in.
That said, I usually oppose necromancy and either enchantment or divination. There are just to many encounters with constructs and 'immune to mind affecting' types to where you could be relying on back up spells more often than not and feel like a fifth wheel.
Your feats looked fine, but getting combat casting in there can save your life. I believe blood transcription is banned too, and you would only use it maybe once level.
Stats, well having a 20 int I found to be critical. My first wizard I started with a 17 and regretted it. I love my reboot wizard (who has a familiar and started with a 20 int) over the other one. Your high int = more skills, more spells and higher dcs (which is EVERYTHING). Having a 12 wisdom > 12 charisma. Your saves are not going to be great, so do not neglect them ever.
Carry a boatload of scrolls. Watch for the situational ones that aren't too DC/level dependent. I carry gust of wind, haste, comprehend languages, obscuring mist, knock, see invisibility and glitterdust on scrolls, to name a few, and even some attack ones like create pit just to maybe 'muck it up'.