Finally doing a wizard for PFS, thinking Spell Sage?


Advice


Hey all,

So after much wringing of hands I think I am going to do a Wizard for my next PFS character.

As I have no idea what the party makeup will be until I set down I was things that having loads of options would be best.

Upping my CL by 4 once or twice a day is kinda "meh" but the real reason for it is the 2nd level power

Spoiler:
Awesome Power wrote:

Spell Study (Su)

At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level).

But to get these you give up Bond AND School..... Damn thats a lot.

What do you guys think? worth it?


If you want to use divine spells at way too high of a cost, might I suggest instead using UMD? Bond isn't a big deal, School is going to be a significant fraction of your highest level spells per day. And you can't use it to cast spells prior to the combat ending. Leave the divine magic to the divine casters and your local friendly CLW wand, in my opinion.

People debate over whether Exploiter Wizard is worth it, and Exploits are a bunch better than a handful of slow divine spells per day at double cost.


In short: don't do it, unless you have really something very specific in mind.

I was theorycrafting the other way round, to build a divine character who can cast arcane spells. The cost is way higher than the benefits if you ask me, same as here.
The practical use of spell study is hard, too. What spells are so important (to you) on those lists that you would:
- lose the school and effectively 9 spells/day
- lose your familiar/bond
- be happy with paying two spells for one
- accept that monstrous casting time

Since the wizard is fine as it is, I advise against picking up archetypes just to have one - do it only with a clear goal in mind (for which sacrifices may be necessary).


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If you want access to lots of spell lists, might I suggest a Human/Half-X Shaman instead?

You know the whole Shaman list.
Your Favored Class Bonus can get you 18 level 1+ Cleric spells.
Provided you don't take Lore as your main spirit you can use Wandering Hex/Spirit Talker to get Sorcerer/Wizard spells.

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