Advice for making a Wizard in a low magic / restricted campaign.


Advice

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Hello! Thanks for taking a moment to read, and hopefully lend a hand! ^.^

Preface:
So, I'm making a level 7 human wizard for a pathfinder home game. 20 point buy, and Core and APG only material. And I could really use some advice, because the restrictions we are under will make surviving a true challenge I believe.

It is a moderately low magic campaign, and WBL is reduced. Additionally, magic item creation is right out. And... no wands. >.< And everything but minor items are unavailable for purchase.

Unfortunately, this includes access to spells. Copying spells from other wizards isn't an available option, because there aren't generally any wizards... in the same vein, I've been given a restriction on only being able to copy scrolls to add to my book, 1st and 2nd can be anything from CRB and APG, 3rd level came from a small list he selected. Fly, Fireball, Slow, and Dispel Magic. And no scrolls of any kind from 4th up... I have my 3 spells known per level from advancement, that I can pick freely with. (Human FCB gives that extra... the first time I've ever liked it)

To make matters worse... we will not have a cleric or oracle, no dedicated healery type to speak of. A paladin, and a druid, and a fighter/rogue are the others.

Plea:
So... given that as the situation, any strategies anyone can offer? I'm looking for suggestions on either controlling fights so well that no one gets injured or developing strategies for ending fights fast.

So far, I 'think' I'd like to go with a teleportation specialist conjurer. Being able to teleport as a swift action, even just a few feet, might keep my guy a little harder to pin down. And having temporary minions to soak up hits may keep my guy and his allies a bit safer.

That's about as far as I got...

What spells, combinations, and strategies does anyone have that they'd be willing to share? I'm going to need to be on my A-Game with this character, or it'll get fatal fast I'd imagine.

Sovereign Court

Are you certain we can't convince you to play Sorcerer? A wizard's primary strength comes from his library of spells - getting only 2 per level (perhaps 3 with the favored class bonus) is going to make you relatively less powerful than any other full caster.

That being said... What level are you going up to? An admixture-school blasetr wizard could be perfect, since you really only need fireball and the metamagic feats. (Find a rod if possible.)

Alternately... Not sure. Probably Conjuration or Transmutation to get the most versatile spells, though.


Yes, I know for a number of reasons a Sorc would be superior for this, given restricted spell access. But no, Wizard it is. Whatever kind of wizard that I can make to make it work. But yes, a wizard.

I think evocation, transmutation, and conjuration are the three schools I know I could find an amazing spell of each level for worth memorizing. But… That could very well be because that is all I’ve played before.


Oh! If I could swing a Lesser Rod of Extend, which I'm thinking I might be able to do...

I could use Magical Lineage Trait with Acid Arrow, and pick up Dazing Spell Feat. Cast Dazing Acid Arrow with the rod to Extend it, and it should last for 6 rounds, each round it hits 2d4 damage and they need to will save or get 2 rounds of daze.

That seems like a pretty decent control option, although it would burn a 4th level slot and take investment. >.>

Any other tactics that might come in handy? I'm looking for ways to incapacitate while still being a damage contributor. A way to shut down the enemy, and yet still do other things. I know it'll be tricky... but any suggestions are helpful.


I really dont know how to make this viable, especially since the wizard's only advantage (a crapload of spells) is gimped.

But let's try to be helpful. I would recommend black tentacles at level 4 & above; no spell resistance, useful against humanoids (since this is a low-magic campaign, I'm assuming there wont be too many weird monsters that are hard to grapple), and does a decent amount of damage.

Well, good luck. I wouldnt try what you're doing (for the reason noted in my first sentence), but nonetheless good luck. You'll need it.

Silver Crusade

I was going to suggest a witch. If you do a hedge witch you can cover healing with spontaneous casting. The added bonus is that if the DM destroys your spell book a wizard would be screwed but the witch just gets a new one.

Add hexes to that and you are gonna be much happier.


williamoak wrote:

I really dont know how to make this viable, especially since the wizard's only advantage (a crapload of spells) is gimped.

But let's try to be helpful. I would recommend black tentacles at level 4 & above; no spell resistance, useful against humanoids (since this is a low-magic campaign, I'm assuming there wont be too many weird monsters that are hard to grapple), and does a decent amount of damage.

Well, good luck. I wouldnt try what you're doing (for the reason noted in my first sentence), but nonetheless good luck. You'll need it.

Oh my gosh, I cannot believe I forgot about the BT! I was just thinking I'd use Summon Monster 4, but... no, BT for my level 4th conj spell is perfect. Thanks! ^.^


Happy I could be useful. As for "schools", an interesting group are the "elemental" schools. Fire/Air/Water/Earth/Wood/Metal/Void.

I reccomend the "void" school myself. I gives you access to some interesting bonus spells, a debuff ability for enemies, and a good thing to buff allies at level 8. Plus, since you only have one opposition school, it's easy to compensate for with "opposition research".
http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/elemental-arcane-schools/void-elemental-school

I'm also fond of the "Shadowcaster" wizard archetype, gives you bonus spell levels (in exchange for your arcane bond), as well as darkvision at level 5 (useful in a low-magic campaign). You also gain a power that boosts shadow magic, making it appear more "real". I dont mind getting rid of the arcane bond, since the familiar can be risky, and you NEVER want to loose a bonded item.

http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wiza rd-archetypes/shadowcaster

Another advantage of shadow magic is that it can reproduce any other spell (with a higher spell slot). Shadow evocation/shadow conjuration/etc... are interesting & flexible spells. If you keep your DCs high, the enemies will be hit with the full; even if the save, it will do X% effect.
Hope this can help.


Might consider a conjuration specialist. I would suggest taking say every other summon monster spell.

Summon monster 1 to trip and ambush/trap.
Summon monster 3 starts giving you some decent combat creatures. That way your allies don't take as much damage and need healing that is not available.
When you get to summon monster 5, you have some serious combatants and other possible uses.

The Foresight school is also a strong contender.

The ability to act in the surprise round, with a bonus to initiative, along with a choice of d20 rolls can really help to keep you alive or allow you use an area control or blast spell before your allies get in the way.

Since you will have a small selection of spells look into the metamagics to get other affects (rather than just higher damage and DC's) so they are more versatile in many situations.
Like dazing spell or sickening spell.


Pathfinder Adventure Path Subscriber
Remy Balster wrote:

Hello! Thanks for taking a moment to read, and hopefully lend a hand! ^.^

...
What spells, combinations, and strategies does anyone have that they'd be willing to share? I'm going to need to be on my A-Game with this character, or it'll get fatal fast I'd imagine.

Okay so restrictive sources.

No healers
No magic creation.
Maybe teleportation specialist.

With all those limitations, the classic Conjurer/summoner(keep your teleport subschool the ability to get out of dodge is awesome) approach may be a bit boring (I like blowing stuff up) but is probably your best bet.

I have a few general suggestions and a few questions.

Take the summon monster line of spells. Summon groups of lesser critters. For example with Summon Monster IV you can summon 1d3 lightbulbs...er Lantern Archons. Perfect Flight, DR 10/evil, Aid at-will. Aid isn't quite healing but at least it's temp hp for the fight. And since you said no divines, the to-hit buff from Aid is a help as well. Several monsters also have healing abilities though access to most is at the higher ranks.

What is the rest of the party?
Since you cannot create anything (or even have the wealth to afford it), what feat are you getting *instead* of Scribe Scroll at 1st level? Pathfinder Society makes every wizard take Spell Focus because they don't allow magic item creation either.

Teleportation subschool of Conjuration is very powerful...*but* it requires the right party makeup. Debuffing a monster is great...but without backup to actually take them down you'll be in trouble.

Limited spell availability also means gets spells with multiple uses and/or long duration.
So I'd suggest a mixture of a few summons and utility.

Spell Suggestions:
4-Black Tentacles, SM IV
3-Fly, Haste, SM III
2-Alter Self(darkvision, scent, low-light, swim and +2str), Glitterdust (blinds and reveals hidden/invisible critters), Invisibility(summoning and ordering mobs to attack doesn't break invisibility)
1-Mage Armor (sounds like you'll need it), Vanish(invisibility as as level 1 spell)

LEARN:
=====
All elemental languages (especially Auran) to instruct your summons to perform their special attacks.
All knowledge skills. You must know what you are fighting and their resistances/immunities/vulnerabilities.

Typical tactic:
1-Make knowledge check. Go invisible or debuff.
2-Summon.
3+Have critters attack, buff/debuff.

Key critters to summon (core only) and why:
SM4
Medium Air Elemental(same tactic as small air elemental, but now the whirlwind is 40 feet high and lasts longer),
Multiple lightbulbs(1d3)
SM3
Lightbulb: Lantern Archon(2xranged touch, perfect flight, DR 10/evil, aura of menace, Aid at-will)
Multiple small air elementals(1d3)
SM2
Small Air Elemental(in 1 round: whirlwind (20 feet high), fly around pick up baddies, use the rest of it's movement to fly UP and then free action drop at the top of it's whirlwind to the ground)

Feat Suggestions:
Spell Focus Conjuration
Augment Summoning
Spell Penetration
Extend Spell

Note that with Conjuration your wizard takes a secondary role. You will not be a damage dealer, except second hand, plus summons take 1 round to cast. If the game ends up being rocket tag you'll have to compensate.

Hope this helps...


Given the lack of magic items and magic item creation, I would strongly suggest that you take something more sorceror/summoner/witch -ish, but if you're set on a wizard, then conjuration probably has the best spells for you.

Having said that, the foresight school is amazing, and in my experience the only downside to it is being forced to take a divination spell at each level. Divination is potentially the most powerful school ever, but the "true divination" spells (seeing into the future/scrying) are entirely subject to GM discretion, and given that your GM probably doesn't want much magic in the campaign, they're probably going to be rendered useless.

So I'd also recommend conjuration.

I think Rerednaw's advice is pretty excellent, and the question about scribe scroll is spot on, as it will have to be replaced with something you can use. In my experience, scrolls are a great way to expand a wizard's casting versatility early on (cheap, low-level scrolls are great for those situational-yet-useful spells), but by your level (7) they're an invaluable tool for expanding your spellbook.
If your GM is going to hamstring you there, maybe ask if you can use the spell creation/research rules to get access to spells. This way, you won't be doing it in bulk (as with copying another spellbook) or for very little investment (as with scrolls). The GM can control how long it takes and how much it costs, you just need to be very careful with your selection of spells.

As for the party composition:

Remy Balster wrote:
A paladin, and a druid, and a fighter/rogue are the others.

It sounds like there are plenty of combatants to use buffs, and the best part about summoned creatures is that (paraphrasing Treantmonk, I think), "every time they attack a summoned creature, you win". Summons will soak some damage, deal some damage, expand your available options for attacking and generally be one of the biggest nuisances on the battle field. The downside is the one-round casting time. Just don't get hit while you're summoning.

And the rules material:

williamoak wrote:

I reccomend the "void" school myself.

...
I'm also fond of the "Shadowcaster" wizard archetype...

I don't think those are in core or APG, which the OP is restricted to:

Remy Balster wrote:
20 point buy, and Core and APG only material.

Regardless, illusion is another good option because, as williamoak pointed out, you can reproduce a lot of useful spells with the shadow evocation/conjuration line. This goes a long way towards restoring your original versatility.

And if you do take extra spells for your FCB, I'd suggest taking toughness. Hell, even if you go for the hp bonus, toughness is probably still a good idea. Everyone likes not dying, right?


Wow, thank you guys! There is a lot of very excellent advice here to mull over.

Currently, I think I've got a general game plan for combat... and it takes a number of factors into consideration. But I'll reexamine and reassess with some of this very insightful new information.

Spell Selection:
For 4th level, the most restricted yet powerful level I have access to, I'm leaning towards Black Tentacles, Resilient Sphere, and Dimension Door.

Black Tentacles shouldn't break Invis, right? Either way, it is just too good to pass on, and... Back in the day when Evard had a claim to it, this same GM ran a recurring BBEG Wiz who dumped it on the party a few times... so, it'll be a nice fun turn to use it myself.

I like how resilient sphere can serve me three (or maybe more) purposes. I can use it as a self shield, hide inside and laugh at anything that can't dispel or break it down. And with Shift, it is just a matter of a swift action to go in or out of it again. Second, I can use it in an emergency to save a party member who is about to get KO'd. And lastly, it would do wonders for trapping an enemy for a moment, so as to divide the baddies.

And Dim Door... well, simply because. I've found out that Teleport itself will not ever be available, so this is the best instant travel spell in the game. Must have. Especially if I go through with the wiz as a teleport specialist.

Other useful combo's I've tried to piece together are Sleet Storm since it obscures a huge area, while requiring an acro check to move at half speed and fall if they fail badly, combo’d with a follow-up of either Stone Call, or Shifting Sands, since they both make the area difficult terrain... Stone Call being bigger, but the beauty of Shifting Sands is that it not only makes the area difficult terrain, but also gives a penalty to Acro checks and entangles. I could very well see those two locking a group down for quite a while. Things falling prone and entangled all over the place, and even when they aren't, half speed over difficult train is still killer.
I'm also going to grab that SM 3, because having some buddies on the field is very handy. Haste and Fly are pretty much locked in too. Those are must haves. Vanish and Invis too, they're very yes. Yeah, everything Rerednaw listed... I'll have to wait on SM4 until 8th though >.< Unless I get lucky in game I suppose.

Gimmick:
I know it is silly, but I kinda want a gimmick too. I was originally thinking I'd use a ring arcane bond, simply because the versatility is awesome. But, given how vulnerable I'd be if it was stolen/destroyed... that might be a bad plan. I 'could' though get a familiar and cast a Dazing Burning Gaze on him, if I spent my Magical Lineage trait on it... And the thought of having an eye laser shooting familiar on my shoulder is too funny, I think, to pass on. As an added bonus, with being a dazing spell, it would actually be effective in keeping enemies locked down... my overall plan to begin with. Is that worth a 4th level slot though? And a feat, and a trait, and the lack of an arcane bond? Eh... I know I want to dazing spell something... maybe magic missile w/ M L to cast dazing missiles as a 3rd slot? Dazing Acid arrow as a 4th?

The burning gaze route seems the strongest, I think, at this level, for getting dazed condition out there. Since it is just a standard action for me, and then a bunch of standard actions for the familiar. So the economy is amazing. Fort save though initially, to get a trivial 1d6 fire and dazed for 2 rounds, and a reflex or catch fire. The beauty is, that it is reflex saves from then on for another 1d6 fire and refresh the 2 round daze until they succeed a reflex. And the familiar could target a new enemy each round for 7 rounds.

Gah. Is it worth it? Even fire resist 5 shuts it down almost completely. The MM one seems the most versatile way to do it, 4 missiles, 1d4+1 ea, auto hit, will save or dazed a round. 3rd level slot. Or heightened to get 2rnds daze but uses a 4th level slot.

Feats:
Toughness is a must, I concur. I am likely to pick Necromancy as an Opposition school...but even so, I'm still taking False Life, because it is just win. Opposition Research isn’t on the table as an option.

Party:
The group is all melee types it seems. Druid is going to specialize in shape changing and mauling people. Reach weapon Paladin, and the Fighter/Rogue is.. well, stabs stuff. So, Bull's Strength is going to be another daily staple I think, as is Haste going to be invaluable. It is going to be trickier to properly control the field though, with three friendly melee’rs running about. I'll have to be especially careful about movement and spell placement.

Game on monday, so hopefully I get this guy nailed down solid by then. I just have this sneaking suspicion it is going to be a gritty, bloody campaign. Haha. Much to think on… Thanks again for all of the wonderful suggestions, advice, and ideas. It is much appreciated! ^.^


Wow, that is a bigger wall of text than I thought it was >.>


Remy Balster wrote:
Black Tentacles shouldn't break Invis, right?

Wrong.

Anything that attacks something or catches a target in the AoE of a harmful spell counts as an attack.

You hit somebody with Scorching Ray? Breaks invis.

Hit 'em with Burning Hands? Ditto.

Do ANYTHING that affects an enemy in a negative way directly, you're out. You can buff teammates without breaking invis, lay down "traps" (like casting Grease on the floor somewhere nobody is currently standing, or using a Pit spell like that), or summon creatures and whatnot, but if it does something to an enemy, whether that ranges from a debuff to a direct attack, you're not invisible any more.


Your choice, but you are doubling up on things when you have a very small selection.

I would recommend:
Toughness OR false life.
Vanish OR invisibility.
Burning gaze OR dazing spell.
Sleet storm, shifting sands, OR stone call.
Dimension door OR fly.

I don't think you will have enough spells to be happy for very long with several that do the essentially the same thing.

Remember to get some 'keeping my own self alive' spells on your list.

Should probably have protection from evil (or the circle or communal version) and resist or protection from energy on the list.

Since magic (and I presume magic items) is rare, what about creatures with DR? Are the special materials like cold iron, silver, adamantine going to be available for weapons? May want the spells versatile weapon and magic weapon.

Unless the campaign is going to be a high combat dungeon crawl, I always want some utility spells. Detect secret doors, seek thoughts, locate object, etc...


I'm a bit curious as to why everyone says he has a very small selection of spells, and then suggests he goes Sorcerer.

He'll still end up with FAR more spells known than a Sorcerer, achieve new spell levels faster, and be able to change his spells daily.

I mean, don't get me wrong, Sorcerers are pretty awesome, but the complaints lobbied here are kind of odd.


Rynjin wrote:

I'm a bit curious as to why everyone says he has a very small selection of spells, and then suggests he goes Sorcerer.

He'll still end up with FAR more spells known than a Sorcerer, achieve new spell levels faster, and be able to change his spells daily.

I mean, don't get me wrong, Sorcerers are pretty awesome, but the complaints lobbied here are kind of odd.

From reading his post, i get the feeling that magic is extremly limited, and he would be able to more easily "pick" what spelles he could have as a sorc, vs. wiz.

(dont need DM approval to find a scroll)


Yeah, what he said in earlier posts is that scrolls above level 2 would be unavailable, so he would be entirely limited to his spells gained each level for levels 3-4 (of spells).


Irrelevant.

He is making a wizard. I do not know if that is his choice or a GM restriction. But he clearly said wizard not a sorcerer.

Remy Balster wrote:
Yes, I know for a number of reasons a Sorc would be superior for this, given restricted spell access. But no, Wizard it is. Whatever kind of wizard that I can make to make it work. But yes, a wizard ...


Pathfinder Adventure Path Subscriber
Remy Balster wrote:

Wow, thank you guys! There is a lot of very excellent advice here to mull over.

...

You're welcome, we love to theorycraft here...er I mean help others! :)

Tip: actions are critical. Anything you can do that adds to your actions and takes away your foes is a force multiplier.

So look at things that act as force multipliers. Whatever you do with your action you want it to affect as many things as you can.

Spending your action to buff *one* player helps a little, spending that same action to buff your *entire party* helps a great deal more.
Blinding your foe is good (Blindness/Deafness). Taking out your foe's invisibility and blinding all your foes (Glitterdust) is much better.

Okay read your other post on your party make up.

I don't know how or what your GM will throw at you but I would be a bit more selective on the area control spells. You mentioned that in your Party section.

Clouds, tentacles, webs, etc. all are great in their own way. But they are not as versatile as summons. So while I would grab one or two, I'd try to shoot for spells that factor in your teammates.

I am also concerned if your GM is fond of the big solo boss fight. Many of your control spells are suddenly not usable. If on the other hand he likes throwing groups of mobs, then yes locking down one group while your party focus fires on a second is excellent.

With your druid, fighter/rogue and pally? None of them ranged? Hurm. I'd think about making area control more as a secondary.

As far as buffing. Everyone loves to get buffed...but not so many people find spending an entire campaign being someone's +1 as epic storytelling. And it requires your teammates to wait for you before they attack to maximize the effectiveness. Hopefully a non-issue for your party? Have you discussed party tactics yet?

Oh on spells and invisibility. You can drop BT, a pit, etc...*IF* no foe is immediately affected by it. So you can create choke points that way. Forcing several monsters to waste a turn maneuvering instead of beating on your party is a measure of success as well. Or buying your party time to regroup or escape if things are going poorly.

My previous spell suggestions were a variety I suppose I should narrow it down a bit. Given your spell limits (@Kydeem: good suggestion on avoiding duplicates) I'd probably do something like:

ONE go-to area control. (Black Tentacles)
ONE backup area control that also acts as a utility (Glitterdust)
ONE go-to party buff that works at range. (Haste)
Avoid spells that buffs one party member and require touch (Bull's Strength.)
ONE get me out of here spell (you already have it via Dimensional Shift)
ONE long duration defense (Mage Armor)
ONE short duration defense (Fly serves double duty here, but consider Vanish or Invisibility.)
ONE spell that goes boom. Because *DEAD* is the best control. I'd actually consider Magic Missile. Sure it's low damage but:
-MM always hits
-MM is a great spell to use as a readied action against an enemy caster. "I wait for baddies to start casting...them blam! Make a concentration check after he takes 3d4+3 damage."
-MM is melee friendly and ignore cover/concealment (well not total).
ONE mobility spell. (Fly) I feel Fly is > Dimension Door. Here's why I feel that way.
Fly lasts 1 min/lvl. D-Door lasts once and ends your turn after you cast it.
Fly acts as a defensive (melee foes cannot reach you and if they are melee primary their ranged is probably weaker) increases your movement tremendously (base 60) so it also falls under a multi-purpose utility.
You already have Dimensional Shift.
DD is situationally useful...but memorize it every day or most days? DD is more of a "oops we messed up spell." So probably not. On the other hand you will probably use Fly every day you have it.

The rest, pick as you will. Well except for Prestidigitation. It's one the most fun RP spells.

Always memorize summons.
Summons:
Increase your actions.
Can act as scouts: "Hey run down this hall and see if it goes boom!"
Can increase your spell access. (i.e. the Archon example) *especially* for your low-magic world, casting a spell and then getting another (or multiple) spellcaster out of the deal is amazing.
Distract the enemy. (better for your summons to be dragon chow than your PCs)
Control the battlefield by creating chokepoints.
Act as flankers for your melee buddies. (Since the spell takes 1 round, odds are your melee PCs are already engaged so drop the monsters in flanking positions)
Make more effective use of your area buffs. Now your haste works on the druid, fighter/rogue, pally AND everything else you summoned (up to the cap). 3 extra attacks=good. 3+1d3+ extra attacks=better.
Summoning multiple creatures is almost always better than one.
If you summon creatures with celestial templates, don't forget to use their smite.

Familiars:
I strongly advise against using your familiar in combat. You pay a hefty price to replace him and this is even more of a hit in a low wealth setting.
I find most (don't know about yours) GMs tend to ignore familiars until players use them in combat. Heck I'd keep your familiar riding in your backpack (full cover) most of the time. Possible exception made for common creature (like a Raven) that you may send out as a scout while travelling overland. You could go with a basic greensting scorpion and keep him close for the +4 init bonus. With a reasonable dex and the reactionary trait and improved initiative...you'll be rocking +10 or more.

Whoof...too long :)


I know when I ran a low magic campaign it was more so lost art/damaged planar cosmology that made it that way. The magic was still possible just needed to be reworked or rediscovered so the mage had to research and experiment for new spells, is your DM open to that kind of thing? The way I handled it was having the player spend the money and twice the time it would take to make a scroll of the appropriate level to reinvent one of the spells. It helped make the casters in the setting all a little more unique since no one had "all spells of x level" as a spellbook entry.


I suggest you look in to buffs, if your party is gonna be behind the curve with items as well. They are gonna want some one that buffs them up.
But if that is boring i will say make a fireball wizard. With magic linage ( fireball) you can empower it with a level 4 slot. And make it selektive with a 3 level slot. At nine you can get dazing Spell and winn the game. Make sure you get the admixture subschool of evocation.
The acid arrow thing sounds like it is a slow way killing and dazing the baddies one at a time.
Fireball all the way and get Spell focus( greater and normal), improved initiative, empower Spell, selective Spell, and you will be Golden.


Pathfinder Adventure Path Subscriber
Cap. Darling wrote:

I suggest you look in to buffs, if your party is gonna be behind the curve with items as well. They are gonna want some one that buffs them up.

But if that is boring i will say make a fireball wizard. With magic linage ( fireball) you can empower it with a level 4 slot. And make it selektive with a 3 level slot. At nine you can get dazing Spell and winn the game. Make sure you get the admixture subschool of evocation.
The acid arrow thing sounds like it is a slow way killing and dazing the baddies one at a time.
Fireball all the way and get Spell focus( greater and normal), improved initiative, empower Spell, selective Spell, and you will be Golden.

I was going to suggest the Admixture Evoker build BUT the OP specifically cited Core and APG and low/no magic items.

That means:
No doubling up with Wayang Spellhunter and Magical Lineage. Though ML is still available.
No Selective spell.
No metamagic rods.
No Spell Specialization.
No Varisian Tattoo.
It really hurts the build when baseline wealth and additional Paizo sources are not available.


Cap. Darling wrote:

I suggest you look in to buffs, if your party is gonna be behind the curve with items as well. They are gonna want some one that buffs them up.

But if that is boring i will say make a fireball wizard. With magic linage ( fireball) you can empower it with a level 4 slot. And make it selektive with a 3 level slot. At nine you can get dazing Spell and winn the game. Make sure you get the admixture subschool of evocation.
The acid arrow thing sounds like it is a slow way killing and dazing the baddies one at a time.
Fireball all the way and get Spell focus( greater and normal), improved initiative, empower Spell, selective Spell, and you will be Golden.

Hmm. I sorta like what you're suggesting. A dazing fireball of whatever element I'd like sounds pretty amazing. I'll try to outline how I'd put together an evoker and see if I like it better.


Meta-Magic the hell out of things.

Since your Spell selection list is going to be relatively limited you can try and make the most of what you have. Just cherry pick a few offense spells like Fireball and tack on things like Elemental Spell or crowd control Metas like Dazing Spell. Metamagic isn't always the Best use for a spell slot but if your selection of spells is limited from the get go a reliable Damage spell that is heavily metaed can do surprising things.

and it lest you save your "New Spellbook spells" for more important things.

Summon Monster does wonders for padding your Spell selection. Go through the list and pick out the ones that Come with their own Spells. With Monster Summon 3 you've already got the Lantern Archon so that's At Will Aid on your Fighters or handy dandy laser fire

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
williamoak wrote:

I really dont know how to make this viable, especially since the wizard's only advantage (a crapload of spells) is gimped.

Even without a crapload of spells, the wizard has a vastly superior amount of skill points available due to high intelligence. Key thing is ... make the most out of what you select. Pick a role and see to it's strengths, control, buffing, blasting etc. For your first couple of levels, you're going to be making heavy use out of those 1-3 damage cantrips, but don't forget things like daze. Concentrate on making the fights easier for your fellow party members than trying to be glorious on your own. Choose your spells with that in mind.


Honestly this sounds like the perfect campaign for the spellslinger archetype from ultimate combat. Normally would say it is horrible because 4 opposing schools normally limits you greatly but if your spell list is already this limited then I would go for it. It has always been a concept I have wanted to try but I have always preferred going universalist and having ALL OF THE SPELLS.

Unfortunately it is from Ultimate combat and if you only have access to Core and APG then it is out.


Pathfinder Adventure Path Subscriber

Yeah I love Selective Spell, sadly...Selective Spell is from UM.
The OP said Core and APG.

And even if Selective Spell is allowed...

PRD UM wrote:

Selective Spell (Metamagic)

Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with...

10th level minimum. Which is why you buy/craft a rod...which based on the OP is probably not going to happen with low/no magic items, no crafting, and low wealth.

Skill monkey as a backup is viable. But it's not like he has that many extra. 2 from the class and let's say 4 with an 18 int is 6 ranks per level. Before other modifiers.

Same as a ranger with 10 int.
Or a rogue with a 7 int.

Granted all knowledge as class skills...the bard has that too and same skill points with a 10 int.

And after Spellcraft, Fly, and the big 4 Knowledge Skills (Arcana, Religion, Nature, Planes)...doesn't leave much wiggle room. Of course I make my wizards bookworms and take all the knowledges anyway :)


Ehm..... Selective spell is in APG and not in UM.


Remy Balster wrote:

Hello! Thanks for taking a moment to read, and hopefully lend a hand! ^.^

Preface:
So, I'm making a level 7 human wizard for a pathfinder home game. 20 point buy, and Core and APG only material. And I could really use some advice, because the restrictions we are under will make surviving a true challenge I believe.

It is a moderately low magic campaign, and WBL is reduced. Additionally, magic item creation is right out. And... no wands. >.< And everything but minor items are unavailable for purchase.

Unfortunately, this includes access to spells. Copying spells from other wizards isn't an available option, because there aren't generally any wizards... in the same vein, I've been given a restriction on only being able to copy scrolls to add to my book, 1st and 2nd can be anything from CRB and APG, 3rd level came from a small list he selected. Fly, Fireball, Slow, and Dispel Magic. And no scrolls of any kind from 4th up... I have my 3 spells known per level from advancement, that I can pick freely with. (Human FCB gives that extra... the first time I've ever liked it)

To make matters worse... we will not have a cleric or oracle, no dedicated healery type to speak of. A paladin, and a druid, and a fighter/rogue are the others.

Plea:
So... given that as the situation, any strategies anyone can offer? I'm looking for suggestions on either controlling fights so well that no one gets injured or developing strategies for ending fights fast.

So far, I 'think' I'd like to go with a teleportation specialist conjurer. Being able to teleport as a swift action, even just a few feet, might keep my guy a little harder to pin down. And having temporary minions to soak up hits may keep my guy and his allies a bit safer.

That's about as far as I got...

What spells, combinations, and strategies does anyone have that they'd be willing to share? I'm going to need to be on my A-Game with this character, or it'll get fatal fast I'd imagine.

Just play a domain druid: they can nuke about as hard as a wizard, and can heal about as effectively as a cleric with no channel energy.

Alternatively you could play a cleric.

Wizard here is just gimped. If ultimate magic was allowed I'd suggest Magus because it fits the theme more, but whatever.

RPG Superstar 2012 Top 16

Stay away from fireball and the damage dealing evo spells. Without ways of boosting them easily, they are literally insignificant in the art of dealing damage against level appropriate foes.

Example: A CR5 Enemy has around 50 hp. Average dmg of a 5th level fireball? 17 pts. IF THEY FAIL THEIR SAVE.

You want stinking cloud. They get a penalty if they save, they are incapacitated if they don't save, it breaks line of sight.

Haste is better then slow.

Fly would be great, except the duration is low enough, and your choices limited enough.

The druid can hopefully handle the dispels.

Ask if you can get the human feat that allows you to take 2 FC bonuses, so you can get HP and an extra spell AND take Toughness. Take Toughness at level 1 regardless, along with improved init.

Note that if you use FC bonuses for Spells Known, you only get cantrips your first two levels, since they are restricted to spells one level lower then your highest level.

It's hard to make spell recommendations without knowing the spell list you can draw from.

If you specialize (and you should) remember that you get 2 (3 with FC) spells per level...but 1 of those spells must be from your specialty school. So you'll need to pick a school with at least 2 usable spells per level...which, if your DM controls your list tightly, might not even be possible!!! (which is why we need to see the list)

Note that if you can't Scribe a Scroll, you should get a feat to replace it (in PFS, this is Spell Focus).

In all seriousness, in this kind of a campaign the sorcerer would probably work better for you. He'll end up with more different spells then you have, and be able to cast them more often. You won't have level 4's to start off with, but so what?

I'd play a Sage Sorcerer exactly like a Wizard. The Arcane set of spells is actually quite useful through all levels. Oh, and Teleport is on its list. heh! See what the DM intends to replace any 'inappropriate' spells with...

==Aelryinth


I'd look at a human conjuration wizard putting the favored class bonus into getting more spells. Also get augment summoning and improved familiar. A harbinger archon familiar gets 3 cure light wounds / day for example. Destructive dispel might help you get some more mileage out of that spell.


Pathfinder Adventure Path Subscriber
leo1925 wrote:
Ehm..... Selective spell is in APG and not in UM.

DOH! I take that back. So feat is allowed...so you have the long wait till level 10.


williamoak wrote:
Yeah, what he said in earlier posts is that scrolls above level 2 would be unavailable, so he would be entirely limited to his spells gained each level for levels 3-4 (of spells).

Erm, yes, but my point is that:

Wizard gains 2 spells per level. Usually going to put all of those into his most recent spell level. So a Wizard gets ~4 spells per spell level, with the potential for more if he wants them.

That's still as many or more than the Sorcerer, for all spells levels but 1 and 2 (which he can get scrolls for and will probably start off with about 10 of for 1st level spells).

And it makes the Human FCB for Wizard worthwhile too. =)


Might I suggest another DM and campaign? :-)


You could grab Arcane Blast feat at 10th level. It's not as good as most blasting spells but it's a good damage filler for when you don't have the right spells prepared.
The Damage is non-typed so you don't worry about Energy resistances and it's a Supernatural ability so you don't worry about spell resistance

RPG Superstar 2012 Top 16

Just remember that 2 spells of his 6 gained per level of spells are going to be the same school, which is going to hamper his choices.

And while the wizard will have more versatility, as always, the sorc will have more slots, and be able to spam the spells that are actually useful far more often. This is especially true of a summoner style.

The 7th level sorc, using FC, will know 10 cantrips, 8 1st level; 6 second level; and 2 3rd level spells. Three spells are from bloodline, Identify, Invisibility and Dispel Magic, all solid and useful.

And they are available ALL THE TIME. In addition, he gets Arcane Bond, for a familiar, or an extra spell slot a day.

His slots per day are Unlimited/8/7/5, assuming a 20 Charisma. 5 Hastes and Stinking Clouds a day is a lot of them.

Next Level, his spells Known hit 8/6/4/1, and at 9th he gets Dim Door.
At 8th his spells/day are 8/8/6/4. 4 Black Tentacles a day, or room for Maximized Magic Missiles to shoot down irritating Quicklings...

8 first level spells is more then the Wizard will ever have in memory. 8 Castable means he can spend 2 slots a day on Mage armor and not miss it.

I really suggest playing a sorcerer in that environment. The freedom from wanting to find spells should be worth it, and having enough spells a day to do what you want out of combat is going to be VERY worth it.

==Aelryinth


DrDeth wrote:
Might I suggest another DM and campaign? :-)

Haha, you can...

But just like those that suggest a different class... not gunna happen. He is an excellent DM, and while there are heavy restrictions in place... it all makes sense for the campaign world we're in.

There simply aren't very many wizards. So, even being able to play one means my character will be one of the dozen or so in the entire region. And NPCs are by %, mostly levels 1-3, so my character, starting at 7th, might very well be the highest level wizard around. And while that has extreme consequences for his spell selection, it makes for an interesting campaign.

Who doesn't want to be that wizard pioneer? Edging past his very few contemporaries to new heights of understanding and arcane power?

I intend to play him with a caring mentoring attitude, and may even eventually seek out worthy apprentices or found an institution to arcane schooling. There isn't anything like that in the region we'll be playing. So, it is a fun challenge and the rewards in story are good, if...and only if, I don't go get my guy offed in a dungeon somewhere. Haha.

His campaigns are some of the most immerse story rich games I've had the luxury to be a part of, and while the restriction seem harsh, they are 100% perfectly in line with the campaign world.

I do have the option to play a different class, a sorc would be much... much...much less restricted. But a sorc, while being an arcane user, can't eventually leave the same mark on the world that a genuine wizard could. They're thematically totally different. And, I'm never one to back down from a challenge.


Rerednaw wrote:
leo1925 wrote:
Ehm..... Selective spell is in APG and not in UM.
DOH! I take that back. So feat is allowed...so you have the long wait till level 10.

Even better is the Lesser Selective Spell Rod. Since it is only a +1 adjustment, the rod is only 3k. And you don't need to wait until level 10 for the rod.

I've gotten the OK to use the bulk of my remaining gold (after spell book costs) on a low tier (+1 adj) metamagic rod. It is currently a toss up between selective and extend.

Extend would be nice for the all day buffs, instead of having to use em twice. And of course selective lets me aoe blast with abandon regardless what my crazy allies do.


Remy Balster wrote:

...

Hmm. I sorta like what you're suggesting. A dazing fireball of whatever element I'd like sounds pretty amazing. I'll try to outline how I'd put together an evoker and see if I like it better.

Personally, I disagree with the primary evoker approach.

First: Your party is, other than you, made up of melee damage dealers. Without all the extra feats and options in the many books you will almost always be behind them in the damage dealt. (Except that you can do area of effect spells for mook clearing and a single fireball will probably suffice for that most of the time.)

Second: It isn't really what your group needs. Your group needs all the things other than damage dealing. Buffs, debuffs, crowd control, battlefield control, out of combat divinations, allies, mooks, etc...

Not saying an evoker can't be done if your heart is set on it. I just think you will often feel like an "I was also there" not a "I made the victory possible" kind of charater.


If you do conjuration and take greater spell specialization, you can keep retraining it to your highest monster summon and spontaneously cast it. It could be pretty powerful.


So, this is what I’ve got put together. Any further suggestions to tweak it, or even a reply just lol at me, are appreciated.
Going with Human Conjuration(Teleportation) Specialist Wizard 7

Stats:

Spoiler:

Str 8
Dex 14
Con 14
Int 20
Wis 12
Cha 8
(yes, it works out right)

Class options/choices:
Spoiler:

Conjuration – Teleportation:
Shift: 8/day. Swift action, 15ft dimension door.
Summoner’s Charm: Summoning spells last 3 extra rounds.

Opposition Schools: Necromancy, Enchantment

Arcane Bond: Ring

Traits:

Spoiler:

Eyes and Ears of the City (perception as class skill and +1)
Magical Lineage: Magic Missile (reduce metamagic increase by 1)

Feats:

Spoiler:

Toughness, Improved Initiative, Heighten Spell, Preferred Spell: Magic Missile, Empower Spell, Dazing Spell.

Gear of note:

Spoiler:

Lesser Rod of Extend
Pearl of Power 1

Spell Selection (*=conj, #=opposition)

1st Level:

Spoiler:

Magic Missile
Shield
Protection from Evil
Grease*
Mage Armor*
Mount*
Obscuring Mist*
Summon Monster 1*
Identify
Vanish
Alter Winds
Ant Haul
Break
Crafter’s Fortune
Enlarge Person
Expeditious Excavation
Expeditious Retreat
Feather Fall
Touch of the Sea
Erase

2nd Level:

Spoiler:

Resist Energy
Acid Arrow*
Create Pit*
Fog Cloud*
Glitterdust*
Stone Call*
Web*
Locate Object
See Invisibility
Share Language
Gust of Wind
Invisibility
Mirror Image
False Life#
Alter Self
Bear’s Endurance
Bull’s Strength
Darkvision
Knock
Make Whole
Rope Trick
Spider Climb

3rd Level:

Spoiler:

Summon Monster 3*
Sleet Storm*
Stinking Cloud*
Shifting Sands
Elemental Aura
Wind Wall
Haste
Slow
Fly
Fireball
Dispel Magic

4th Level:

Spoiler:

Black Tentacles*
Summon Monster 4*
Resilient Sphere

The basic strategy is that I don’t really need to prepare many attack spells, because he can spontaneously cast Magic Missile. As a 1st level slot it is regular. With a 2nd he can empower it. With a 3rd, he can make it daze for a round, and with a 4th, daze for two rounds. So he has some damage options, pretty much always.

I also like that he can use Shift to enter/exit Resilient Sphere. Use it as a safe zone.

I didn’t get augment summoning, which ideally I would have… But I’m not intending to overrun the field with summons either, just have one spells worth active and out at a time. Otherwise my turns would grind the game to a standstill.

So… think it’ll work?


If it was me, I wouldn't take bot sum mon 3 and 4. You can always use 4 to get the ones on the 3 list. I can also see not wanting to use your 4th slots for summoned monsters. {shrug} But that is a minor tweak.

Seems like it should work ok to me.


I think that magic missile is a weak spell to specialize in. Dazing metamagic calls for either the failure of the spell's regular saving throw, or a special will saving throw if there is no save like magic missile. Just take a conjuration spell that does damage (stone call is really good here).

Don't blast for damage if you're not a specialized blaster so get rid of empower spell.

Spell focus conjuration and augment summoning still are really going to help you. remember that starting at monster summoning 3, you can summon monsters with spells.

Arcane bond ring: consider a familiar and the Improved familiar feat. you get more actions that way. You can even wear the Cassisian angel as a hat and it matches your alignment if you're taking eyes and ears of the city.
The once spell from the ring isnt much of a bonus and the massive penalty for losing the ring is a hell of a penalty.

Traits: Eyes and ears of the city, reactionary.
Familiar: Greensting scorpion then Harbinger

Here are 10 levels of feats
H Improved Initiative
1W spell focus (conjuration) (replaces scribe scroll in PFS and you said no crafting)
1 Toughness
3 Augment Summoning
5 Spell Penetration
5W Dazing Spell
7 Improved Familiar (Harbinger Archon)
9 Greate Spell Focus (conjuration)
10W Quicken Spell

Why would I back off of magic missile? Your party is going to hit hard. You don't have to waste your time plinking. Be versatile.

RPG Superstar 2012 Top 16

Surprised no True Strike on the spell list. Cast on your summoned bull and have it charge...

A summoner should focus on summoning, not plinking. Especially not magic missile, which, without 3.5 variants, is never going to deal damage that matters. If you were going into Force Missile Mage and could use the scarred lands touch variant, you might have a case.

You would be better off with a Magus trick...take Shocking Grasp as favored, with Intensify Spell and Empowered SPell. Then pass the spell to your familiar and have IT administer the touch attack. Maybe with a True Strike.

Magic Missile's damage potential is simply too low to use as a Favored Spell. If you MUST have one, you should have Scorching Ray - you'll get 2 for 8d6, at least, although now you actually have to HIT that touch AC...

But, a Summoner should be summoning, and your beasties need to have durability and the ability to, you know, actually hit stuff and do damage. Augment Summoning should be on your Feat list as a priority, not an afterthought. You are a conjuror, conjure!

==Aelryinth

Silver Crusade RPG Superstar 2014 Top 16

Thassilonian Sloth (Conjuration) Specialist?

Grease, Glitterdust, Black Tentacles, all Summon Monster spells are conjuration (as are others).

Get Focus, Greater Focus, and the Summoning Feats.

Get the broader spell utility by summoning appropriate monsters for situations.

Silver Crusade RPG Superstar 2014 Top 16

Aelryinth wrote:
Surprised no True Strike on the spell list. Cast on your summoned bull and have it charge...

Self only spell right?

Scarab Sages

With a limited spell list, and in a low magic world I'd suggest that perhaps your strength should be in Transmutation.

After all the GM has defined these limitations, and should be designing adventures that don't require any magical input to resolve, and therefore your strength should be supporting the other party members to succeed, as well as offering the rarer "Well, we can do this" approach

This would offer you choices such as Stat buff, Haste, Polymorph effects and the occasional debuff effect.

Admitedly, not quite as "glamorous" as other choices, but still something to be considered. Additionally, take advantage of your high Int score, and pick up on various uncommon skills to help the party gather information

RPG Superstar 2012 Top 16

Zahir ibn Mahmoud ibn Jothan wrote:
Aelryinth wrote:
Surprised no True Strike on the spell list. Cast on your summoned bull and have it charge...
Self only spell right?

(mumble grumble) correct. So, you could have your familiar cast it on themselves with a transfer.

Still, a useful spell if you just have to land that touch spell.

Remy, was that your Spell List to CHOOSE from, or what you ended up with? Because that's a lot more then 6 Spells per spell level?

==Aelryinth


Aelryinth wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Aelryinth wrote:
Surprised no True Strike on the spell list. Cast on your summoned bull and have it charge...
Self only spell right?

(mumble grumble) correct. So, you could have your familiar cast it on themselves with a transfer.

Still, a useful spell if you just have to land that touch spell.

Remy, was that your Spell List to CHOOSE from, or what you ended up with? Because that's a lot more then 6 Spells per spell level?

==Aelryinth

I could buy 1st and 2nd level scrolls freely. For 3rd level I only could find a few scrolls, I think it was fly, dispel, fireball, and slow. The rest came from the 3/level.

I do get to keep scribe scroll. But the other item creation feats are effectively off the table. They exist, but the minimum caster level has been house ruled so high they may as well be off the table.

So, the tough choices are mostly which 3rd and 4th level spells to choose. I have 6 third levels I can freely pick, and 3 fourth to pick.

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