
Decimus Drake |

So I have 33,000 gp to spend for our next campaign and I'm looking for suggestions on items and spells. I'm playing a level eight ifrit diviner with necromancy and enchantment as opposition schools. For most of his adult life he's spent travelling the inner sea guarding merchants and other travellers as such I'm particularly interested in items suited to travel, guarding and divination.
No items can boost ability scores as the GM gave us extra points to use. Since the starting stats are higher then they would otherwise be the need for items that boost AC and saving throws is lessened. One item I'll definitely be taking is the eversmoking bottle (I have firesight).
As for spells, there can be no necromancy or enchantment and in combat I' be opening with some battlefield control then probably following up with something blasty. I intend to have four spell books. One will be my core book , another will be spells for scrolls and the other two will be identical copies containing the bare essential spells. These two books will be kept in safe (and secret) possession of two trusted party members. Suggestions as to what spells should be in these two books would be welcome.
When making suggestions don't worry about 'if your GM allows' as this GM is allowing the Oracle to play as an azlanti pureblood though no third party stuff please.

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In general, I would suggest taking a look at metamagic rods and pearls of power. That's general wizard stuff though, not specific to your character.
Carpet of flying is 110% full of flavor here, you being a travel focused ifrit wizard.
As for spells: scrying, dimension door, fly, black tentacles, fireball, wall of fire. Just to name a few. I'm sure you have at least one of these.

pipedreamsam |

For divination I like arcane sight. It isn't the flashiest spell but it works well enough until you have access to true seeing.
Arcane eye and scrying are the obvious 4th level choices from divination.
A lot of the illusion spells are good choices if you're going for that "cryptic fortune teller" vibe.
The go to defensive spells are:
-Protection from X (usually evil)
-Resist energy
-Invisibility
-Mirror image
-Wind wall
-Actual walls (Ice, Fire, Stone, Illusion)
-Anything that blocks line of sight but isn't a wall like fog coulds/stinking clouds and web
-Creating difficult terrain (Sleet storm, Stone call)
-Even a pit spell works if you can get it in a choke point
Magic mouth is fun.

Decimus Drake |

I'd definitely want a metamagic rod (most likely extend) and pearls of power. The carpet while very appropriate is a bit too expensive at this point. The spells are all good suggestions though I'll avoid black tentacles since used it a number of times in the last campaign (playing a witch) and mentioned that I had considered playing a vivisectionist that had a testicle and now my group thinks I have a fetish.
I'm not going so much for the fortune telling vibe but rather the 'ultimate watchman' able to detect and react to all threats (I have an initiative of 21 and as a diviner I can always act in surprise round). Since he knows how diviners and the like operate he would also offer services in detecting and warding against such efforts. I think create pit could be interesting if combined with the eversomking bottle. Not sure how I would use magic mouth.