Arcane build


Advice


hi Fellow pathfinders
I am building a new character for upcoming return of the runelords campaign and looking for some advise

Here is the detail
20 point build
Role: ARCANE spellcaster.

I don’t just want to be just another spell hurling blaster that relies on freballs, magic missiles and god complexes.. that’s been done to death in our group over the years, I want more of a subtle character .. somebody who uses illusion, protection and some offence.

The idea is to keep those super powers in reserve so the group goes “where the **** did that come from?”

I’ve read all the guides I can find but I’m torn between sorcerer, magus, wizard and Arcanist.

Having never playing an arcane caster before I’m looking for some advice on those 4 and pros and cons, and maybe some feat suggestions.

Thanks


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What about something that sees through fog, casts Obscuring Mist a lot, and uses Magic Missile? You'll always be attacking from a long way off but with no vision penalty from the fog you've got clear lines of sight. Anyone attacking you back is dealing with your level of Concealment. As a trait at level 1 take one that gives you Stealth as a class skill. Hide in your cloud (because: Concealment) and fire MM as your attack.

As for seeing through fog, you could take a half-orc (Smog Sight for seeing 10'), I think Undines have 30' blindsense, or you could be a Witch and take the Murksight Hex for 15' vision. As you level you can take fog-cutting lenses or maybe there are feats to enhance these abilities.

Also as you level, tack on as much as you can to your Magic Missile spells or attack spells in general such as Toppling Spell. You might think about taking Selective Spell at 10th level to guarantee that certain folks, like melee types aren't affected by your fogs.

Now that's one type of arcane caster. Other possible "hidden threat" type casters might be: gnome illusionist wizard/unchained rogue/arcane trickster; a changeling witch/magus focused as much on combat and touch attacks/hexes as they are Invisibility spells; a grippli sorcerer/ranger with the Aberrant bloodline and their Agile Tongue feat to make lots of touch attacks and net attacks from reach, all while employing Stealth skills and Darkness spells.

Speaking of Darkness, if you're looking to go Illusion but don't want to follow the typical fake wall routines, think about the Tenebrous Spell/Solid Shadow metamagic feat trees. Maybe having a shadow-based caster that makes potent shadow conjurations, casts their spells well from the dark and so forth is your bag? Just a thought.


good dex. unseen servent and heavy crosbow.
unseen reload (he get a full round action to use in your turn and last 1 hour per level) you shoot each round for a 1d10 ranged attack with really long range. true strike before a hard to hit target (remmber it's also remove concealment penalty).
for funsizes take arcanaist (or the exploit wizzrd archtype) and have the short range teleport exploit for when you need to get to the right place (i like poping UP on trees to shoot from a hard to reach position).


Going to just post my opinions on each class mentioned in this post.

Sorcerer: single task caster with blood abilities to make you better at that single task. Can be a very powerful illusionist. Or a blaster. Or an enchanter. Can't do 2 things well and is never a good utility caster.

Magus: This is a straight damage build that is mostly a melee (or ranged) fighter that casts spells for burst damage. According to OP's post, this is not what he wants.

Wizard: The classic arcane caster. Faster progression than Arcanist. Depending on school chosen can become a specialist caster or be a generalist. Using a familiar has a lot of different uses, but I personally like Arcane Bond with an item so you can cast any spell you have in your spellbook once a day. That is really ultimate utility. You can also become an 'exploiter wizard' to switch spells like an Arcanist. Big negative is you prepare spells so that means planning ahead and you also get less spells than Sorcerers and Arcanists.

Arcanist: Unholly child of the sorcerer and wizard class. Really has a lot of advantages when compared to either. Super flexible and has tons of choices. Drawbacks: Not as focused as a sorcerer, the slower progression actually is painful to play through. Half a spell level behind doesn't sound bad, but it is.

My suggestion would be a wizard either Universalist, Explotier Wizard, or illusionist. You might even consider Void school.


Wizard thought process: ways to be effective.

1) Nuke! Yeah, this is the default that the OP wants to avoid. Honestly, let other classes do the damage. You can do something other than damage which is something that others can't. It is a good idea to avoid this one.

2) Buff! Very easy to understand. Make your party better. The best benefit of this is your party won't resist these spells. It really depends on how many melee types you have since most of your buffs benefit non-casters. Try to judge if it is worth buffing based on your party composition and behavior.

3) Debuffs: Slow and confusion are the go-to debuffs. Absolutely devastating if the enemy doesn't save and each spell hits lots of them.

4) Separate: Carving the enemy group down into easy to fight chunks is really effective. Pit spell does this and early. Wall spells come later. Chains of Light is amazing. Hold Person/Monster act as both a massive debuff and a separater.

5) Distractions: Same idea as Separating actually. Summon Monsters and Illusions can be used for this. Every round the enemy spends attacking them is less your party takes. Especially good if the distraction can draw a limited resource.

6) Patience. You don't need to drop a spell every round. Arrange things to where your spell will have maximum impact. Just make sure you are in position to use the right spell at the right moment. Especially good to hold action to disrupt enemy casters. Especially bad if enemies are waiting for you to cast...

7) Non spell resources: Wands, potions, scrolls. Keep a list of them and USE THEM. Try using your own spells first, but use the consumables when you have a situation where it would be effective.


Thanks guys... decided on an exploiter wizard, and I’ll post the build below to get thoughts

Race: Catfolk
Str 10, dex 15, con 12, Int 18, Wis 8, Cha 10
Level 1

Arcane exploite: quick study

Feats: cypher magic ( I want to be able to use a lot of scrolls and this fits with the cyphermage group from adventurers guide - but waiting on GM approval) otherwise it will be improved initiative, it did consider toughness too.

Traits;: reactionary and self taught scholar

Spells:
0 - daze, disrupt undead, detect magic,
1 - colour spray and Mage Armor

No weapons - chose cats claws as a alternative racial trait

Level 3 feat - dazing metamagic spell
After that I haven’t thought about it

Anything to change.


Diablo2970 wrote:


Level 3 feat - dazing metamagic spell
After that I haven’t thought about it

Anything to change.

You won't be able to use Dazing until you get 4th level spells...or 7th level at the absolute earliest. If your GM is cool with the retraining rules in Ultimate Campaign you can take a different feat you can use and retrain it to Dazing later if you want.

Instead think about feats you'll get a benefit from now, or need to make prerequisites later. One thing to consider is what school of spells you generally like the most. If you can plan on taking spells from a single school for several levels (enchantment, illusion, transmutation are all great schools) you can take Spell Focus (and Greater Spell Focus) to up the DC. Spell Specialization will add 2 levels to your favorite spell of the school, and you can change which spell you specialize in every even levels.

Some spell chains to consider:
Enchantment: sleep(1st), Hideous Laughter(2nd), Heroism(3rd), Confusion(4th)
Illusion: Color Spray(1st), Mirror Image(2nd), Displacement(3rd), Phantasmal Killer(4th), Greater Invisibility(4th)
Transmutation: Enlarge Person(1st), Bull Strength(2nd), Haste(3rd), Slow (3rd), Calcific Touch(4th)


Meirril wrote:
Diablo2970 wrote:


Level 3 feat - dazing metamagic spell
After that I haven’t thought about it

Anything to change.

You won't be able to use Dazing until you get 4th level spells...or 7th level at the absolute earliest. If your GM is cool with the retraining rules in Ultimate Campaign you can take a different feat you can use and retrain it to Dazing later if you want.

Instead think about feats you'll get a benefit from now, or need to make prerequisites later. One thing to consider is what school of spells you generally like the most. If you can plan on taking spells from a single school for several levels (enchantment, illusion, transmutation are all great schools) you can take Spell Focus (and Greater Spell Focus) to up the DC. Spell Specialization will add 2 levels to your favorite spell of the school, and you can change which spell you specialize in every even levels.

Some spell chains to consider:
Enchantment: sleep(1st), Hideous Laughter(2nd), Heroism(3rd), Confusion(4th)
Illusion: Color Spray(1st), Mirror Image(2nd), Displacement(3rd), Phantasmal Killer(4th), Greater Invisibility(4th)
Transmutation: Enlarge Person(1st), Bull Strength(2nd), Haste(3rd), Slow (3rd), Calcific Touch(4th)

Illusion is what my first choice was. I saw a post about using silent image to create obscuring mist and loved the idea of using illusion to recreate other spells


"No weapons - chose cats claws as a alternative racial trait"
if your a catfolk with the claw trait, your proficient with this it is masterwork by default.


I wrote this yesterday but didn’t have the time to post it. Even though you’ve decided on the exploiter wizard I’ll share this anyway and maybe it’ll help someone else in the future:

The problem I have with guides is that they can be a bit narrow minded; they can often contradict other guides as well as actual player experiences. There's also the issue that they don't get updated so if you were to follow them you'd miss out on new and interesting class options.

Comparing just the spell casting:

The Sorcerer has spontaneous casting which can make it easier to keep track of your spells but lacks flexibility and you gain spells at a slower rate than the wizard. It's great if you want to spam the same limited range spells e.g. fireball, magic missile etc. but I think with what you're going for you want flexibility. Being able to spontaneously apply metamagic is helpful. The key ability for a standard sorcerer is Charisma which is beneficial if you want to be the face (or life) of the party

The Magus is a level 6 spell caster. It's a perfectly fine class but personally I'd skip it for now and go for the full arcane experience.

The Wizard is a prepared caster that has good flexibility; they can change and learn new spells more easily than the sorcerer and have faster spell progression. This is a good option for exploring and trying out a wide variety of spells but you get fewer spells per day than the sorcerer. The key ability for the wizard is Intelligence, this means skill points and you'll be great at all the knowledges.

The Arcanist combines the strengths and weaknesses of both the wizard and sorcerer allowing you to cast spells spontaneously but also easily change them. The rate of gaining new spell levels is the same as the sorcerer and you can either spontaneously apply metamagics on the fly or prepare them in advance. Arcanists use Intelligence for their spell casting but Charisma for a number of class abilities, you get to be good in the knowledge department without being socially inept.

Class abilities:

I can't say much about the myriad of Sorcerer bloodlines. The arcane bloodline is good if you like metamagics and a familiar, the fey bloodline gives a bones to compulsion enchantment spells (e.g. Suggestion); I most like the look of the astral bloodline with the force damage/minor debuff Astral Warp, the free once per day quicken spell with Peerless Speed, and the rp opportunities of Astral Voyager.

Wizard gets some nice perks with the arcane bond item/familiar and bonus feats. They get access to Arcane Discoveries which presents them with some really useful options such as Opposition Research and Resilient Illusions. School specialisations are what we’re really here for and when I think ‘subtle magics’ three schools spring to mind: divination, enchantment and illusion. Divination offers one of the most powerful school powers in the form of Forewarned which allows you to add half your wizard level to your initiative and always act in a surprise round; of the divination subschools I’d rate Foresight the highest. Specialising in divination will help you make better, more informed decisions. I don’t have much to say about the enchantment school powers but if you want a wizard that manipulates and controls others you probably want this. The illusion fits with your desire for an illusion focus and the base school powers look pretty solid. The shadow subschool offers some mobility and Binding Darkness would work well with party that has darkvision; Phantasm looks quite nice with Terror allowing cause an enemy to provoke attacks of opportunity but Bedevilling Aura is really nice as it prevents enemies form making attacks of opportunity, halves their movement and they’re all considered flanked, it is however an mind-affecting effect and lots of creatures are immune to those.
The Arcanist’s arcane reservoir and exploits exploits grant them a wide variety of options and flexibility. A cut/paste of a post I wrote a number of years back:

“I particularly like the Quick Study exploit as you can prepare spells for combat/emergency situations and easily switch out to utility spells as and when they are needed (doesn't matter how many spells per day you can cast if you don't have enough of the right spell prepared). Spell Potency is another good exploit as it enables you to increase the DC or caster level of a spell by two, so it's kind of like taking Spell Focus and Greater Spell Focus or Spell Penetration and Greater Spell Penetration for caster level checks and it's nice to add a couple more d6s to that fireball. Then there's Metamixing to spontaneously cast metamagics and Greater Metamagic Knowledge which gives you a bonus metamagic that you can change each time to prepare spells.”
If you like the look of the arcanist but wish you could take a sorcerer bloodline then you can take the Blood Arcanist archetype which grants you the bloodline Arcanum and powers of your chosen bloodline. Similarly if you want the school powers of a wizard you can take the School Savant archetype; while you do have to pick two opposition schools the arcanist can take the Arcane Discovery exploit to gain Opposition Research.

Regarding feats it’s difficult to make suggestions without knowing more about who you want your character to be and what the part composition will look like. What I can say is that as a caster you want high initiative and this makes Improved Initiative a strong choice of feat regardless of what you play as. If playing a charisma based sorcerer you might want to consider the Noble Scion of War feat which lets you use you charisma in place of dexterity to make initiative checks. A familiar such as the greensting scorpion can grant a +4 bonus to initiative and three classes have a means to get one. There are a number of different traits (such as Reactionary) that grant a +2 bonus to initiative. The ifrit can take the Wildfire Hear alterative race trait for +4 initiative. There’s also the aforementioned Forewarned Divination school power which is available to the wizard and school savant arcanist. Finally is you’re going for subtle magic you’ll probably want to take a look at the Conceal Spell feat.


I wanted the character to be not just a blaster but a sage sort, something akin to elminster .. just because he can blast the world to smithereens doesn’t mean he should.

I was interested in the illusion path to give the melee characters the advantage in battle

Pits, illusionary walls etc.

His background is that he was charged by the cryptomages to find out as much about the runelords as possible, discover their secrets so that they can protect the world at large from destructive magic...

I’ll be spending a lot of downtime creating scrolls and maybe a few wands.

I had ideas of spells that simulate real spells eg lightning bolts and others that inflict non leathal damage... however if those don’t work then to follow them up with the real versions, if that’s even possible with illusion spells - I need to do some more research into the effects of illusion

I have also been looking at the shadow magic, but not sure yet.

Other Exploits I was considering were Dimensional slide, barriers, acid darts and the like.


Exploiter wizard is certainly a good choice; the exploits could show his sophisticated understanding of the inner workings of magic. Though when I think arcane sage-researcher my go to would be a School Savant diviner arcanist; combining the aforementioned exploits with the sage-researcher theme of divination and you get the marvellous school powers too. Either way you may want to up your charisma a little for using certain exploits.

I'm not sure illusion spells will do quite what you want regarding imitating other spells and inflicting non-lethal damage. If you want to deal non-lethal you could check out the merciful spell metamagic. You might want to talk to you GM to find out how they interpret and rule on illusions; some GMs can be excessively strict/rule in such a way that makes many illusion spells near useless/likely to fail, and other can be more permissive e.g. my GM allowed my witch to use Complex Hallucination to trick enemies to to believing they were being attacked by shadow monsters and thus qualified as being flanked.

Finally, if you want to be the knowledgeable sage who aids his allies you'll probably like the Linked Legacy spell.


Illusions in general can be very fun to use, but remember that many of the spells have a fixed effect. Those that don't, like Ghost Sound or Silent Image have a game slowing result. First you, as the player, have to imagine exactly what you'd like the spell's result to be, then you have to convey that to the GM. Finally the GM has to on the fly adjudicate what kind of interaction with your illusion triggers a save, and after that you as the player have to be ok with that decision.

In other words some few illusion spells can create areas of gray that require a short break in the action to figure out.

Incidentally if you're looking to recreate other spell's effects with illusions there's specific illusion spells that do that - shadow evocation I think. Also if you're looking to do "fake" damage with your illusions, why not just do real damage and be a blaster?

Also, if you're looking to help your teammates with advantages in battle, what about Abjuration, Conjuration or Transmutation instead? Level 1 alone you've got protections you can drop on your friends, environmental wards you can issue to keep you safe for a short rest, battlefield obstacles you can summon up, a few handy attack spells just in case, and 2 or three individual buffs to pump up the martial types.

I know that last bit isn't helpful; you've got your mind focused on illusions. I apologize for getting off topic.

Well Cypher Magic is a very handy feat. Scrolls might not be the MOST cost effective consumable in the game but if your GM allows use of the Downtime system in the Ultimate Campaign book you can generate Magic capital, spending 50 GP for materials you can use to pay the creation cost of up to 100 GP worth of fees. So, by that logic, if crafting a level 1 scroll costs you 12.5 GP, 1 Magic capital pays for 8 scrolls but only costs you 50 GP.

With the Exploiter Wizard you get an Arcane Reservoir. With this ability you can cast a spell at +1 CL. Consider that you could then cast a Level 1 spell at CL2. Consider also that, making this into a scroll, you could make a CL2 scroll of one of your level 1 spells. Finally, using Cypher Magic you'd cast said scroll at level 3, if you make a DC 4 Caster Level check (requiring a 1 or higher for you on a D20).

Thus, if you are willing to spend 25 GP on a CL2 scroll of Magic Missile, you're guaranteed to unerringly hit any target in line of sight with 2 missiles of force, each dealing 1d4 +1 damage, at a range of 120' from you. That's... kind of a big deal.

Finally I'd suggest that if you intend to be focused on a single school of magic and you expect this game will go beyond, say, level 7, consider taking Spell Focus, Greater Spell Focus and feats to help pierce Spell Resistance. Long term your "save-or-suck" spells like Confusion can run up against foes who, despite your high Int, have saves that make your spell a 50/50 chance of success without these feats. Even with them at double digit levels some of your end bosses will still be unfazed by half of your magic.

Having a handy scroll of Maximized Magic Missile though never hurts, just in case!


Yeah I am starting to think illusion is the wrong path, I’ll start having a look at abjuration instead.

I really liked the idea of illusion, but may not so good as a first time wizard class

Feats I had planned
Spell penetration
Greater spell penetration
Spell focus (abjration (now was illusion)
Greater spell ficus
Maximized spell
Dazing spell

I am hoping this will go to about 16th level

There is also a feat,but I can’t remember it’s name, which allows you a skill point and hit point at each level


Are there that many Abjuration spells that require Saves to justify Spell Focus and Greater Spell focus? I always think of abjuration as mostly buffs and those don't usually have saves.


Mark Hoover 330 wrote:

With the Exploiter Wizard you get an Arcane Reservoir. With this ability you can cast a spell at +1 CL. Consider that you could then cast a Level 1 spell at CL2. Consider also that, making this into a scroll, you could make a CL2 scroll of one of your level 1 spells. Finally, using Cypher Magic you'd cast said scroll at level 3, if you make a DC 4 Caster Level check (requiring a 1 or higher for you on a D20).

Thus, if you are willing to spend 25 GP on a CL2 scroll of Magic Missile, you're guaranteed to unerringly hit any target in line of sight with 2 missiles of force, each dealing 1d4 +1 damage, at a range of 120' from you. That's... kind of a big deal.

Sorry for the interjection, but I have to correct this since you are a new arcane player. A CL2 Magic Missile is still a single missile. You only get an additional missile at odd levels (first at 1, second at 3, and so on, maxed at 5 missiles). You will need the potent magic exploit in order to pump your caster level to third (as a first level caster) and that will give you your second missile (and yeah, it is a big deal). All other low level spells operate on the +1 die per level advancement, but most of them also top out at five dice as well.

Stuff you can do to monkey with that is after fifth level take the intensify spell feat to double the range of dice per level (it adds up to five levels to the cap of any spell) for +1 level. Do not want to pay the +1 level cost, there is a trait (which I can never remember the name of) to reduce level metamagic feat costs by one (minimum +0). Add to this the metamixing exploit and you can apply this on the fly without having to memorize it ahead of time.

If you really want to play an exploiter wizard or an arcanist, then you will need to bump your Cha to at least a fifteen to get some use out of anything with Cha limiting uses per day and the ability to consume spells to gain additional reservoir points to keep pace with the number of spells you will be throwing about. You cannot have everything at low level, but you are playing an AP, so you are guaranteed to get to at least 15th during the course of it, so plan out what you will likely need at what point for maximum use (remember, intensify spell is of no use until at least sixth level, as an example).

I also noticed you are considering some of the damaging exploits (acid dart, or any of the others). I advise against this course of action. They work quite well for you at low level (if you have a good pool of reservoir points to keep pumping them out), but they WILL NOT keep pace with your other magical options after about third level. Even the greater exploit versions of them pale in comparison to your equivalent spell selection at that point (which is 11th level plus). If you want to try them out, feel free to retrain out of it when you find them to be less than useful and get the dimensional slide exploit (which has far more uses than just climbing trees for crossbow shots) as that is when it starts to come into its own. My arcanist ruled the battlefield by using this exploit, alot. Just remember its bane is grappling, so do not let that happen and you can only use it once a round even if you get additional move actions from any other source, so make sure you drop yourself in a good place.

My exploit recommendations and feats are:

potent magic
quick study (someone up above already explained why this is so useful)
metamagic knowledge (whatever strikes your fancy, but is a prereq for metamixing)
metamixing
dimensional slide
then you can start into greater exploits
start with the extra arcane reservoir feat (+3 reservoir points per day)
then extra exploit (as a feat, just gets the next exploit early) or additional metamagics you find useful, but if you are hellbent on crafting, then this will probably trump your second or third feat. Remember crafting still costs money to make your magic and so does adding new spells to your spellbook, so your funds are pretty strapped early on. Oh yeah, surprise, arcane casters are money whores...

Now, there is a third party resource from Rogue Genius Games (RGG) with a couple of useful exploits, if your DM will allow the source. The best ones are the ones to force a second save to a single spell target and take the lowest (its greater version allows for all targets in AOE for the same). Great stuff!


Can you explain metamixing?

So have changed a few things

Cha to 15

1 potent magic, extra arcane reservoir
3 spell focus (abjuration)
5 quick study, cypher magic
7 metamagic feat
9 dimensional slide


Diablo2970 wrote:
Can you explain metamixing?

Metamixing is an arcanist exploit that allows him to add metamagic to a spell as it is being cast. It costs a single arcane pool point to do and the only thing that changes is the spell slot used for the spell is the higher slot necessary for the addition of the metamagic. For example, an empowered magic missile will use a third level slot (empower is a +2 level metamgic). However, if you have that trait I mentioned that lowers metamagic (Magical Lineage, unfortunately, only applies to a single spell) then the final adjustment on the spell will be +1 for a second level slot.

Metamixing has a prerequisite of any one metamagic feat (feats gained through the metamagic knowledge exploit count).
Benefit here is that you can apply a metamagic effect to a spell as needed provided you have the available higher level slot and an arcanist point (no prememorizing necessary for those limited spells per day to select from).


so based on all the feedback I got... I have this:
Level 1 - Potent Magic and Extra Resevoir

Level 3 - Extra Exploit - I did end up taking lightning lance (I was in game and couldnt remember what I was SUPPOSED to take!)

Level 5 Improved Initative, Quick Study Exploit

Level 7 Cypher Magic

Level 9 Spell Penetration, Metamagic Knowledge exploit

Level 11 Quicken Spell

Level 13 Greater Spell Penetration, Metamixing exploit

Level 15 Intensified Spell,

Level 17 Heighten Spell.

Sorry its taken a while to post - been moving house!

Thanks


Diablo2970 wrote:

so based on all the feedback I got... I have this:

Level 1 - Potent Magic and Extra Resevoir

Level 3 - Extra Exploit - I did end up taking lightning lance (I was in game and couldnt remember what I was SUPPOSED to take!)

Level 5 Improved Initative, Quick Study Exploit

Level 7 Cypher Magic

Level 9 Spell Penetration, Metamagic Knowledge exploit

Level 11 Quicken Spell

Level 13 Greater Spell Penetration, Metamixing exploit

Level 15 Intensified Spell,

Level 17 Heighten Spell.

Sorry its taken a while to post - been moving house!

Thanks

I would highly recommend retraining the Lightning lance to just about anything else (dimension slide is not already on your list, hint, hint). On the pros and cons scale, I got pro, it is a supernatural effect, just like almost every other exploit, thus not subject to AOO when activated. Con, most spells you have at the requisite levels are better, it is not an unlimited thing, as you have to use a reservoir point to use it, it is not a free or swift action, so no using it and casting a spell until later levels when you have quicken spell, finally, it is a poor man's lightning bolt that does not scale as good as regular lightning bolt until late levels when you have much better spells anyway and it only affects one target with a touch attack (no AOE auto hits).

I used the sonic version (I forget what it was called now) for a few levels, but like I said, all my spells out shined it, so I hardly used it. Retrained out about level six or so iirc.


Thanks I will retrain it out, its handy at the moment as we are only 3rd level, gives me a bit more usefulness after my other spells are out without resorting to "go Team" moral support.

I'm still looking through spells at higher levels - one of my friends keeps harping on about create pit... but its been done to death in our games and everybody now groans every time its cast.. .so I am avoiding it.

Memorised
1/ mage armor, magic missile, burning disarm
2/ Mirror Image and Scorching Ray

I am thinking that next level I will probably dump burning disarm for a protection from evil, and add more buffs into 2nd level
3rd level will be all offensive (fireball, lightning bolts etc)

Loving the extra levels on the potent magic and I may end up dropping one of those feats for more reservoir.

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