| Aosrax |
I'm looking for some advice for feat progression for my Wizard. I'm currently level 6 elf with a specialization in Divination. Some home-brew rules that are important: Summoning spells and all summoning feats have been banned from this game. An extra feat is granted at level one. Spells can be changed during the day with an hour of study so fast study is a wasted feat.
This is a three PC game right now with a war priest, and rogue. I want to use conjuration for battlefield control, but don't know where to go with it. Also, this is a low magic campaign where magic items cannot be purchased.
My current ini is +10, +14 with my familiar, and +18 with Heightened Awareness, so I have skipped improved ini.
So far I have the following
lvl 1: Spell Focus Conjuration
Bonus: Greater Spell Focus Conjuration
lvl 3: Create Wonderous Items
lvl 5: ?
Bonus: ?
lvl 7: ?
lvl 9: Opposition Research
lvl 10 Bonus: ?
lvl 11: ?
Spell Penetration will be included in there someplace. What would you suggest?
| Secret Wizard |
1. What's your opp school?
2. I don't think that many Conjuration spells have important DCs, so you can probably wait on the Spell Foci.
3. Toughness and Great Fortitude, to me, are much more important at the early levels, when a ghast charging at you can be game over. Your frontline isn't specially thick either.
4. A lot of the blanks you are missing are probably going to be filled with stuff like Spell Penetration (because SR sucks),
5. You can never have enough Initiative!
| MageHunter |
Check out preferred spell. Requires heighten spell and 5 ranks of spellcraft (which you should have) and let's you cast one spell spontaneously. (Like a Cleric's Cures).
Enervation is a fun back up
You can never have enough initiative!
Revamping my profile, and if you leave your initiative low, people like me will ready ranged actions until you pass out.
| avr |
Actually many good conjuration spells do have important DCs. Glitterdust, Stinking Cloud, Create Pit. SR doesn't apply to many conjuration spells and elves get that +2 bonus to penetrate SR anyway. About level 7 or so you might even get Persistent Spell too. Seconding Improved Initiative though, controlling the battlefield it's especially important to go first.
10-11 is when you get Selective Spell and Quicken Spell.
| Create Mr. Pitt |
Persistent Spell, Improved Initiative (despite your prodigious initiative), and given that magic items are hard to come by, perhaps Craft Rod too. Dazing later. Without the summoning feats you have room for some creative options. Rime Spell is interesting, especially with Snowball available early.
If you have any deficiencies in your saves you can take one of them. Otherwise spell focus evocation isn't bad, icy prison is one of the best bf control spells in the game, and it's nice to be able to drop damage once you've set your control and eventually if you utilizing dazing spell the extra dc will be helpful. Alternatively, transmutation and illusion have decent bf control.
| avr |
All of those spells you mentioned are higher level. I didn't say "don't take them", I said "you can wait a bit to take them".
The OP wrote 'I'm currently level 6 elf' which I take to mean they're going to start at level 6, or that they have already started and are allowed to rebuild a bit.
| Dastis |
Do you want any support in divination or is that just your specialized school? Also what school do you want opposition research for and why?
Craft rod is very nice. If you take it you can just rod out many metamagic feats
Persistent spell for saving throw spells
Extend spell might be nice mid levels so you can use unused slots to prebuff for the next day with hr/lv spells
Quicken Spell is required by lv13 even if you can make the rods
You can delay pen a little because elf
Improved Familiar is usually worth the investment though initive loss is sad
Combat casting will probably be more useful than you would like due to your weak front line
Defensive Combat Training as it seems unlikely your going to get a ring of freedom of movement
Great Fortitude is kind of important as many fort saves are bad on failure
Instead of improved initiative can I recommend School Familiar as your more likely to lose to bad luck than lack of modifier
Additional Traits is always good
Maybe something like
LV1 Spell focus(conj)
Bonus Greater Spell Focus(conj)
Lv3 Combat Casting
Lv5 School Familiar
Bonus Craft Wondrous items
Lv7 Great Fortitude
Lv9 Extra Traits
Bonus Craft Rod(make a persistant rod and extend lesser rod)
Lv11 Quicken Spell
Lv13 Spell Pen