How to build a wizard lvl 10


Advice


Hello lovely community,

I am one of the very old ones having discovered D&D with... D&D. I am supposed to join a Pathfinder campaign very soon and I have been told to play a wizard level 10. Fine. Except, last time I played, this game was called AD&D 2...

I know there are good guides online but for me it feels like I am trying to upgrade from MS-DOS to Ubuntu. So, here is the challenge for you guys and girls: help me to build a wizard lvl 10 (Chaotic Good) almots ready to play, pleaaaaaase.

So, since data matters...

_ Stats: 22 points

_ School: Conjuration

_ Opposed schools: Enchantment and... still one to pick

_ 2 Traits

_ Race: Elf, Tiefling or... Samsaran. The last option is very tempting since the DM is ok with the Mystic Past Life, but elf sounds good and tiefling is just cool.

_ Improved familiar is compulsory: Azata, Lyrakien

_ Equipment: 62 000 gp to spend

So, anyone willing to help?

Many Thx in advance.


What do you want to be able to do with the character?


Do you want to blast? Do you want to control? Do you want to summon?
If you want to summon then the whole summoning shtick.
Are you good/neutral/evil?


example:
Samsaran Wizard(Conjuration) 10
Str 7 -2 (-4 points)
Dex 14 +2 (5 points)
Con 12 +1 (5 points, -2 race)
Int 26 +8 (17 points, +2 race, +2 levels, +4 headband)
Wis 15 +2 (3 points, +2 race)
Cha 7 -2 (-4 points)

Opposition Schools: Enchantment & Necromancy
Traits: Reactionary, Bruising Intellect
Feats: Scribe Scroll, Improved Initiative, Spell Focus(Conjuration), Augment Summoning, Craft Wondrous Item, Superior Summoning, Improved Familiar, Quicken Spell
Skills: perception, fly, spellcraft, intimidate, linguistics, knowledges(various)
Spells added to list: Cure Light Wounds, Silence, Sculpt Sound, Mass Feather Step, Animate Objects

Equipment: Headband of Intelligence +4 (16,000gp), Cloak of Resistance + 4 (16,000gp), Ring of Sustenance (2,500gp), Handy Haversack (2,000gp), whatever you want (25,500gp)

This is a basic framework, the idea is to focus on summon monster, clouds, pits, walls and the like. Conjuration is nice because you have many spells that ignore spell resistance. I hope this helps.


iamlegend wrote:

Hello lovely community,

I am one of the very old ones having discovered D&D with... D&D. I am supposed to join a Pathfinder campaign very soon and I have been told to play a wizard level 10. Fine. Except, last time I played, this game was called AD&D 2...

Allright, the good news: Spell preparation only takes an hour, no matter how many spells you can cast. If you've gotten yourself caught in melee, safe casting is just a 5' step away. The contents of your spellbook are pretty much your call, not your GM's. There are things called "Metamagic Rods" that straight up make you better at casting.

Bad news: Everything has a lot more hit points. If you want to be an effective blaster, you have to specialize in it. With that in mind, I suggest Evocation as your other opposition school.

If this is your first time around, I suggest making your wizard focused on Battlefield Control, rather than summoning creatures.


Thx Matsu Miyuki and andrew for the quick reply.

I would like to summon/control the battlefield and the character is chaotic good. Blasting is nice and I would like to keep a couple of spells for that, but I think other classes are better at debuffing. But maybe I am wrong.

I considered the summoner since in my opinion it is possibly the platinium class in the game but I have to stand with the wizard in this campaign. This is what the MD needs. I think he also wants to avoid having a summoner playing too many characters/rds. I am not sure about the last point but DM = God. I will not discuss the point. The lyrakien is also compulsory and this is totally fine with me.


Wow, sounds nice Gregory Connolly, thx. It helps for sure

I was also thinking about necromancy but I don't know why but I find it a but painful to pick as opposision school. Myabe it is just hard to let go the debuffer in you, hehe.

And thx Pusocket.''The contents of your spellbook are pretty much your call, not your GM's.'' So many good souvenirs, hehe.

I should be ok in mixing summoning and/battlefield control.


Yeah, a lot has changed since TSR went under back in 1996. Enchantment is the other debuff school and necromancy has the most evil descriptor spells which CG characters tend to want nothing to do with in the first place and Magic Jar doesn't let you live forever anymore anyway. You will want to blind people with Glitterdust, not Blindness/Deafness.

d20pfsrd and archives of nethys are both good resources if you don't own the books yet, you can search either one for anything game related easily. I find them easier to use than the PRD.

I can come up with spell suggestions, but I suggest you read the chapter on magic and the one on combat entirely to get an idea of how much things have changed and how technical it is.


Spell suggestions:
This doesn't include the 0 level cantrips, you get all of them that aren't from an opposition school anyway and with only 4 slots you want 4 spells. I will list what you get for free and then some suggestions for spells to buy with the costs.

1st level: Grease, Mage Armor, Obscuring Mist, Unseen Servant, Magic Missile, Floating Disk, Enlarge Person, Ant Haul, Shield, Protection From Evil
2nd level: Glitterdust, Create Pit, Rope Trick, Invisibility
3rd level: Stinking Cloud, Fly, Haste, Dispel Magic
4th level: Summon Monster IV, Black Tentacles, Wall of Ice, Dimensional Anchor
5th Level: Cloudkill, Teleport, Telekinesis, Summon Monster V

The costs for more spells is as follows:
1st level: 10/15/35 this varies depending on how you acquire it, copy for free or in trade/ copy for money/ buy a scroll and copy from it
2nd level: 40/60/190
3rd level: 90/135/465
4th level: 160/240/860
5th level: 250/375/1,375

1st level possible extras: Crafter's Fortune, Expeditious Retreat, Summon Monster I, Mount, Alarm, Feather Fall, basically anything that looks even remotely useful, these are dirt cheap.
2nd level possible extras: Communal Protection From Evil, Acid Arrow, Stone Call, Web, Summon Monster II, Summon Swarm, Detect Thoughts, Locate Object, See Invisibility, Blur, Mirror Image, Knock, Make Whole, Spider Climb
3rd level possible extras: Communal Resist Energy, Summon Monster III, Magic Circle against Evil, Aqueous Orb, Fireball, Sleet Storm, Mad Monkeys, Rain of Frogs, Tongues, Tiny Hut, Displacement, Greater Magic Weapon, Slow, Water Breathing, Clairaudience/Clairvoyance
4th level possible extras: Communal Protection From Energy, Dimension Door, Locate Creature, Detect Scrying, Scrying, Ice Storm, Greater Invisibility, Lesser Simulacrum
5th level possible extras: Lesser Planar Binding, Wall of Stone, Wall of Force, Permanency, Transmute Rock to Mud, Echolocation, Fabricate, Overland Flight, Sending, Telepathic Bond


Hmm, I would probably recommend slightly different automatics spells. Black Tentacles is OK but does not scale well. The list lacks many will save spells and I would be tempted to switch it for Fear. I would have gone for Charm Monster or Confusion but with Enchantment banned it isn't a good option. At 5th Cloudkill isn't great. It does too little damage and takes too long. Overland Flight however is basically one of the best defensive spells you will ever have.

Scarab Sages

George Connolly has the right basic idea, but I'd add one thing:

Craft your own magic items using craft wondrous items.

Also, craft a blessed book. THEN spend a bunch of money buying spells.

This will give you a nice fat spell book for little money.


Everyone has different tastes, I find Stinking Cloud + Black Tentacles to be lights out, sure it stops working soon but as a wizard you can adapt. But in general I was trying to make a character for the OP rather than a really optimized character. We have someone in our group who came back from AD&D 2nd ed and she constantly thinks good things are bad and bad things are good. I was trying to make it feel as much like a 2nd ed wizard as I could. Cloudkill is probably not as good as Overland Flight but it makes you feel like a mighty mage to have the power to kill hordes of mooks.


The spell selection is quite good.
Nevertheless you are a wizard. I would check for your party members, sometimes some spell wich look bad on paper can become very effective if you use them right.
Look at your party members. How many people are in your group.
Do you have one big melee or some more? I would always have one or two dim door to let your melees start the mayhem with a full attack. Are they into Combat maneuvers? Level the playing field with enlarge person.


I recommended taking Craft Wondrous Item at 5th level, crafting is something that varies from GM to GM, so talk about it and how it works, you might be able to start with items you crafted yourself. If you are allowed to craft I suggest maxing out spellcraft (you really want to do this anyway) so you can craft many things earlier/faster than you otherwise could.


Some spells are bad at low level but can be awesome later like Floating Disk. A melee character can stand on the disk and have you use your move action to get them to the fight then full attack from higher ground. Rope Trick becomes much better at 8th level etc...

Sczarni

Spell choice can depend on how good the party is on tag teaming on what you cast. I have seen 2 casters go 1 right after the other in a combat where the first cast black tentacles and the 2nd cast cloud kill. They effectively took care of 5 bad guys in round 1, allowing us to move on and look for loot on our way out.

Black tentacles is a great spell to have because it can at least separate the party of bad guys and let's you focus on a select bad guy(s). I would say Cloud kill is a great secondary spell, just like acid cloud. They are great against a group stuck in a certain area or a group hit by black tentacles. But it is not that effective out in the open.

In my humble opinion, I would take black tentacles and at least one area effecting spell like cloud kill or acid cloud. Tag teaming these spells can be great battlefield control.


It can very much depend on your group. I tend to find black tentacles however creates more problems for your group than it solves quite often. If I was setting up a battlefield controller/summoner wizard it would look something like this:

Elf Wizard:
Male Elf Wizard 10
CG Medium humanoid (elf)
Init +9; Senses darkvision 60 ft.; Perception +21

--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 21 (+4 armor, +3 shield, +4 Dex, +1 natural, +1 deflection, +1 insight)
hp 72 (10d6+30)
Fort +8, Ref +10, Will +10; +2 vs. enchantments
Immune sleep
Weakness light sensitivity

--------------------
Offense
--------------------
Speed 30 ft., shift

Wizard Spells Prepared (CL 10th; concentration +18, 20 to cast defensively):
5th—hungry pit [S] (DC 25), overland flight, prstnt aqueous orb (DC 23), summon monster v
4th—dimension door [S], emergency force sphere (2), prstnt create pit (DC 22), resilient sphere (DC 22), summon monster iv
3rd—aqueous orb [S] (DC 23), haste (2), prstnt glitterdust (2, DC 22), stinking cloud (DC 23)
2nd—create pit [S] (DC 22), glitterdust (2, DC 22), mirror image (2), resist energy, rope trick
1st—grease (2, DC 21), liberating command, mage armor [S], silent image (2, DC 19), vanish
0 (at will)—detect magic, detect poison, light, prestidigitation (DC 18)

--------------------
Statistics
--------------------
Str 7, Dex 18, Con 14, Int 26, Wis 11, Cha 7
Base Atk +5; CMB +3; CMD 20

Feats Augment Summoning, Craft Wondrous Item, Greater Spell Focus (conjuration), Improved Familiar, Improved Initiative, Persistent Spell, Scribe Scroll, Spell Focus (conjuration)

Traits magical lineage (glitterdust), clever wordplay (diplomacy)

Skills Appraise +12, Diplomacy +18, Fly +17, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +21, Knowledge (religion) +21, Linguistics +14, Perception +21, Sense Motive +2, Spellcraft +21 (+23 to determine the properties of a magic item), Stealth +14; Racial Modifiers +2 Perception

Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan

Special Qualities arcane bonds (arcane bond [familiar]), arcane focus, dimensional steps, shift, elven magic, opposition schools (enchantment, necromancy), specialized schools (teleportation), summoner's charm

Gear extend metamagic rod (lesser), jingasa of the fortunate soldier, +2 mithral buckler, amulet of natural armor +1, belt of physical might (dex & con +2), cloak of resistance +3, eyes of the eagle, handy haversack, headband of vast intelligence +4, ioun stone (dusty rose prism), ioun stone (dusty rose prism, cracked), ring of protection +1

He doesn't have a Blessed Book yet as it hasn't been cost effective to do so but it would be on the list along with a Headband upgrade to +6. He has spent about 7k on spellbook access and scribing costs and still has around 8k remaining to make scrolls of every situational spell in his book. Currently his spelbook contains:

Level 1: Air Bubble, Alarm, Ant Haul, Burning Hands, Mount, Obscuring Mist, Prot Alignment (all), Reduce Person, Shield, Silent Image, Snowball, Summon Monster I, Touch of the Sea, Vanish, Colour Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Grease, Infernal Healing, Liberating Command, Mage Armour, Magic Missile

Level 2: Alter Self, Command Undead, Create Pit, Glitterdust, Invisibility, Knock, Mirror Image, Resist Energy, Rope Trick, See Invisibility, Summon Monster II, Web

Level 3: Aqueous Orb, Clairvoyance, Daylight, Fireball, Fly, Gaseous Form, Haste, Invisibility Sphere, Magic Circle versus Alignment (all), Phantom Steed, Slow, Stinking Cloud, Summon Monster III, Water Breathing, Wind Wall

Level 4: Dimension Door, Dimensional Anchor, Emergency Force Sphere, Greater Invisibility, Resilient Sphere, Scrying, Summon Monster IV, Arcane Eye, Black Tentacles

Level 5: Baleful Polymorph, Contact other Plane, Fickle Winds, Hungry Pit, Life Bubble, Overland Flight, Lesser Planar Binding, Secret Chest, Summon Monster V, Telekinesis, Teleport, Wall of Force, Wall of Stone


If you build a character anything like the examples andreww and I gave you should be fine. His is more exact in build, mine is more unfinished. Fireball is so so but Dazing Fireball is great. You might want to consider grabbing more metamagic feats like Dazing Spell, Persistent Spell and Heighten Spell and grabbing things like Spell Perfection and Preferred Spell to finish it off if you get to high level. Some other things you might need are a metamagic rod of Selective if you find people beating your initiative and messing up your spell areas, Pearls of Power to get spells back between encounters if you have long adventuring days, and gear for your improved familiar.


Wow, you guys are amazing.

Good spells list, gregory connelly. Do not worry, even I am a great old one coming from AD&D 2nd ed, I should be able to adpat quickly when it comes to strategy.

I don't know so much about the group yet. We have a cleric and apparently a super optimized battle tank. A ranger or a rogue will join us too. Quite classic. Enlarge person could be nice on the battle tank.

@ andreww: I think you are right, but black tentacles is just too much fun even if it is not compulsory to put it on the daily spells prepared list.

And also, why did you go with the elf and not the samrasan? Any specific reason? Thx.

Craft wondrous items: sounds good and makes life easier, I was not sure about it but I am convinced now.

Thx again to all of you.


@ Gregory Connolly: you are right, you and andreww have done my job far better and faster than I could expect. May the force be with you.


Samsaran is excellent just a bit too cheesy for me. If your GM allows it then go for it. If he allows you to grab early access spells from other lists even better. That nets you things like haste at level 2, Teleport at level 4, Spell Turning at level 5 and Greater Planar Binding/Summon Monster VIII at level 6.

If he doesn't allow early access then your spell choices are much more limited. Their are a small number of useful Bard spells (Good Hope, Glibness, Bards Escape) and a couple of Witch ones (Ill Omen, Speak with Dead, Heal) but the pickings are much slimmer. Samsaran is a far stronger option for divine characters as many divine classes poach a range of useful arcane spells which are not on the cleric/druid list.


Gregory Connolly wrote:
If you build a character anything like the examples andreww and I gave you should be fine. His is more exact in build, mine is more unfinished. Fireball is so so but Dazing Fireball is great. You might want to consider grabbing more metamagic feats like Dazing Spell, Persistent Spell and Heighten Spell and grabbing things like Spell Perfection and Preferred Spell to finish it off if you get to high level. Some other things you might need are a metamagic rod of Selective if you find people beating your initiative and messing up your spell areas, Pearls of Power to get spells back between encounters if you have long adventuring days, and gear for your improved familiar.

Dazing is an excellent feat but if you are going to specialise in conjuration I recommend looking very closely at the damage conjuration spells. Normally things like Acid Arrow, Ice Spears or Acidic Spray are pretty terrible. Add Dazing to them and they become very strong. Dazing Aqueous Orb is especially crazy as it lasts for ages and you can sweep it across the battlefield murderising people.

And the best bit of all of this? None of them allow for SR and neither does your other conjuration based control so you can ignore picking up Spell Penetration.


One other option you might want to consider is the Staff of the Master. It is like a ridiculously flexible metamagic rod using your own known feats and is well worth picking up. It is quite expensive at level 10 but if you switched from the familiar to arcane bond you could get it half price. You would save a feat as well and grab another metamagic. Be aware though that you can only restore 1 charge per day.


iamlegend wrote:
May the force be with you.

And also with you.

Dark Archive

I like to keep a bears endurance in my spell book, to cast from my bonded item, as an emergency cure light wounds, to get the healer up (+20 HP at level 10).

Icy Prison is a good 5th level spell, not already mentioned.

I suggest a +6 headband if you can, to get saving throw DCs as high as possible - and extra spells per day - and 3 free maxed skills.

A lesser metamagic rod of either persistent or dazing spell is very useful.

Persistent keeps your low level spells viable for longer. A persistent slow is particularly good against big hitting creatures with multiple attacks. Persistent slow followed by icy prison is a nice killer combo too.

I prefer the bonded item for the extra pick any spell per day, rather than the familiar.

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