Blaster Wizard questions


Advice


I have some questions regarding this build:

Blaster Wizard:

Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)

Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.

If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.

Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.

End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist. Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration). Magical Lineage Trait allows Intensify for free on chosen spell. Spell Perfection allows free Quicken at higher levels.

Play Hints:
Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.

Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.

Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.

At level 12 or higher, change it to Fire Snake. Use Admixture specializing to change the element on the fly.

Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.

Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.

Feats
Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+14. Fireball to 15d6+30, Fire Snake to 20d6+40.

Empower Spell: Increase dmg by 50%.

Quicken Spell: Hit enemy with two spells/rd.

Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.

Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.

Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.

Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting 'Your spell' at 5 levels higher then your own.

Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot. Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165. = 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.

Base level 5 spell slot is 20d6+40 dmg, 165 dmg.

By Level
At level 1, your Burning Hands should be 2d4+4 (avg 9)

At level 2, its unchanged.

At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.

At 4th, 6d4+12 (27), Intensified BH.

At 5th, Intensified BH, 7d4+14 (31.5).

At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.

At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).

8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)

9th - Intensified, Specialized Fireball is 11d6+22 (51).

10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.

12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.

14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)

15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1. Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.

16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.

Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.

If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.

Quote:

At level 1, your Burning Hands should be 2d4+4 (avg 9)

At level 2, its unchanged.

As lvl 1 with Spell Specialization, wouldn't damage be 3d4+6?

Also, Since at Character lvl 3 you will be Wiz2/Sorc1. What about the Magical Knack trait? Will that let you be caster level 6 with
your specialized Evocation spells, so your intensified BH will be 6d4+12?

I'm gonna build myself one, and either I am missing something, or the one calculating the build above misses out a little.

Anything newer that will help me btw?

All advice and clarification appreciated.


With specialization (which has focus as a prereq), at level 1 and level 2 it would be 3d4+6. At level 3 with magical knack (Wizard), I count 5th level unless you tack on varisian tattoo, which along with intensified spell could give you 6d4 +12. That’s 4 feats though, hard to do at level 3.

Edit: maybe the issue is that magical knack only buys you one spell level, because your caster level is only one level lower than your hit dice.


Magical Knack doesn't stack with anything else that increases caster level if the combo would bring your caster level above character level.

Yes, your burning hands will be 3d4 at sor1 and sor1/wiz1 assuming you can start with spell specialization.

Personally, I like keeping magical lineage on fireball. That base spell level 3 lets you get pretty insane with the metamagic. To paraphrase the Blockbuster's Guide to Blaster Wizards, "At 15th level, with spell perfection, you could be tossing a maximized empowered fireball from a 3rd level spell slot." And it lets you get your thing 4 levels faster than waiting for fire snake.


Some small things that are wrong about the write up: Intensify has no effect on Magic Missile, or any other spell that gives you more iterations of the projectile with increases in caster level. Intensify only works on spells that do X damage with Y caster level template, where X is a certain number of dice and Y is a number.

Intensify and Empowered get applied separately to a spell. So if you have a CL of 15+ and you cast an Intensified Empowered Fireball you'll do 10d6 (base) + 5d6 (Intensified allows +5 CL to the damage) + 5d6 (Empowered applied to the base Fireball). If you further Maxamize the spell the Maxamized is only applied to the base spell, for a result of 10d6 +60 damage (plus other adjustments not discussed in this example).

If you can afford the extra feat, preferred spell opens up a lot of options. For a wizard it lets you select non-blaster spells and sacrifice stuff you probably won't need to blast (and assign feats on the fly better than a sorcerer). For a sorcerer it lets you metamagic your favorite spell and cast it as a standard action.

While the build is impressive, I think a straight sorcerer makes for a better blaster. Blood Havoc lets you add 1 more to your spell damage, though I'd say just go Orc blooded instead of Crossblooded so you can keep your full spell slots. This will let you use any blasting spell instead of trying to keep to a single element for the bonus damage. Not being able to admixture can be overcome with spell selection or Elemental feat.

The standard blaster caster spells usually focus on Fireball or Battering Blast depending if you want to kill one thing or a group of them. 3rd level spells are optimal because you can buy relatively cheap lesser Metamagic rods to use with them. Like instead of taking the Elemental feat you could buy a variety of cheap Elemental rods that would give you far more effect than the feat would.

Also other Bloodline Mutations are useful for a blaster build as well. Especially the Blood Intensity which can act as a 'free' intensify that gives you your Cha mod instead of a flat 5. If you try you can push your cha mod a lot higher than 5.


Meirril wrote:
Intensify and Empowered get applied separately to a spell. So if you have a CL of 15+ and you cast an Intensified Empowered Fireball you'll do 10d6 (base) + 5d6 (Intensified allows +5 CL to the damage) + 5d6 (Empowered applied to the base Fireball).

This is incorrect. Empower spell does not add additional dice, it acts as a multiplier for the final result of the dice roll. You would get 15d6 = N -> N x 1.5 = damage.

Meirril wrote:
If you further Maximize the spell the Maximized is only applied to the base spell, for a result of 10d6 +60 damage (plus other adjustments not discussed in this example).

Again, incorrect. The two would stack, so you would maximize 15d6 for 90 damage.

Empower and maximize do apply separately from each other. If you were to maximize, empower, and intensify the fireball, you'd have 90 (15d6 maximized) + (15d6)/2 (the extra damage from empower) damage.


Darigaaz the Igniter wrote:
Meirril wrote:
Intensify and Empowered get applied separately to a spell. So if you have a CL of 15+ and you cast an Intensified Empowered Fireball you'll do 10d6 (base) + 5d6 (Intensified allows +5 CL to the damage) + 5d6 (Empowered applied to the base Fireball).

This is incorrect. Empower spell does not add additional dice, it acts as a multiplier for the final result of the dice roll. You would get 15d6 = N -> N x 1.5 = damage.

Meirril wrote:
If you further Maximize the spell the Maximized is only applied to the base spell, for a result of 10d6 +60 damage (plus other adjustments not discussed in this example).

Again, incorrect. The two would stack, so you would maximize 15d6 for 90 damage.

Empower and maximize do apply separately from each other. If you were to maximize, empower, and intensify the fireball, you'd have 90 (15d6 maximized) + (15d6)/2 (the extra damage from empower) damage.

Very explicitly Maxamize says when applied to the same spell as Empowered "An empowered, maximized spell gains the separate benefits of each feat".

Most feats can't modify what another feat does. The feats that add additional dice of damage are one of the few effects that can. It is even interesting what happens when you read Empower Spell because it says "Saving throws and opposed rolls are not affected, nor are spells without random variables including bonuses to those dice rolls." which implies that you don't get the bonus damage from the 2 bloodlines applied to the extra dice added.

Intensified Spell doesn't talk about interaction with other feats. But from what can be inferred from the other 2 feats, it shouldn't affect the outcome of the other 2 feats.

If you want to disagree further, find something in rules to back your assertion.


First of all, Empower Spell does not add any additional dice. It never has in any edition of 3.X. It acts as a multiplier to the result of the dice rolled.
Second, see This FAQ that shows that not only is empower a multiplier, it does in fact apply to the flat bonuses added to the spell's dice roll.
Third, Maximize Spell calls out not stacking with Empower specifically because they are meant not to combine. There are no such callouts not FAQs for Intensify Spell.
Finally, it's "Maximize", not "Maxamize".


I can second the Preferred Spell suggestion above.
We had an Admixture blaster, who took Preferred Spell (Fireball) and never memorized a single fireball ever again. Essentially he filled up him memorization slots with buffs and utility spells, and then cast them as fireballs as needed.


One quick note on bloodline mutations: they only work for Sorcerer spells, so they aren't useful for someone dipping crossblooded.


Bloodline mutations don’t stack with crossblooded because they both alter bloodline powers.


Preferred spell is so much better than greater spell specialization, even with the heighten tax.


Melkiador wrote:
Bloodline mutations don’t stack with crossblooded because they both alter bloodline powers.

You can still take it as a bloodline feat, though. While that's another strike against the one-level dip, it's just a minor delay for a single-class crossblooded sorcerer.


@Grimniir, I've used a similar build before and it's really powerful. Get Pearls of Power asap. Caveat though... your GM is going to hate you and seriously consider nuking you from orbit every session.

GM: <Creates awesome encounter where fire, ice and acid effects don't work>

Admixture Blasting Wizard: <casts invisibility and stealths into the encounter> <Surprise Round: Kamehamehas the entire room with an Intensified Maximized Empowered Perfected lvl8 slot Firesnake that deals electricity damage>

GM: <flips table and becomes even more pro-gun>

.

Moral of the story: be nice to your GM if you're going to make a character that deals 300 dmg of any damage type to everything in the room.


Ryze Kuja wrote:

@Grimniir, I've used a similar build before and it's really powerful. Get Pearls of Power asap. Caveat though... your GM is going to hate you and seriously consider nuking you from orbit every session.

Moral of the story: be nice to your GM if you're going to make a character that deals 300 dmg of any damage type to everything in the room.

I always read that it is a weaker wizard?

I'll follow your advice and talk to my GM, of course.

Preferred spell is a good tip, and comes into play earlier, I think, than Greater Spell Spec.

Thansk for all the good feedback! This will be blast to play. :-D


It is a weaker wizard. Blaster wizards don't really break anything--outside of mythic games, anyway, and everything's broken in those.


Grimniir wrote:
Ryze Kuja wrote:

@Grimniir, I've used a similar build before and it's really powerful. Get Pearls of Power asap. Caveat though... your GM is going to hate you and seriously consider nuking you from orbit every session.

Moral of the story: be nice to your GM if you're going to make a character that deals 300 dmg of any damage type to everything in the room.

I always read that it is a weaker wizard?

I'll follow your advice and talk to my GM, of course.

Preferred spell is a good tip, and comes into play earlier, I think, than Greater Spell Spec.

Thansk for all the good feedback! This will be blast to play. :-D

Wizards are a Utility class, so if you structure a Wizard as a blaster then you're taking away from the utility and therefore yes it's a weaker build (personally, my favorite Wizard is Divination). As a blaster build, you're going to be filling your prepared spell slots with different versions of your blaster spell with the different MM feats you have, so this takes away from how many Utility spells you can have in a day. So if you take Preferred Spell for one or two of your primary blasting spells, then you gain MUCH more flexibility; you can prepare nothing but Utility spells every day, and then trash the utility spells for your blaster spells as needed (and with Preferred Spell you can pump MM feats into your blaster spells on the fly, and without increasing your casting time). This can make you a little more useful because normally a blaster wizard has to rely on scrolls to shore up his utility to the group.

I'd make your first Preferred Spell Fireball and consider getting a second Preferred Spell as Firesnake. Preferred Spell is better than Greater Spell Spec imo because GSS increases the casting time when you add MM feats while Preferred Spell does not increase the casting time.

The awesome part about using Preferred Spell is you can get some of your utility back. Fill your daily spell slots with any utility spells you think you might need for that day, then when crap hits the fan, trash a spell you don't think you'll need, pump as many MM feats into the blaster spell as that spell slot will allow, and cook the room.


The weaker wizards are still wizards, though. As long as you're leaving a few spell slots open, you should still be able to bring the utility while adventuring.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Saying that blaster wizards are weaker wizards is a bit of a fallacy. It assumes the different paths are mutally exclusive, when they are not.

Battlefield control, save or die, and utlity wizards (among others) only need the right spells to be effective. Beyond spell selection, there's really no real investment necessary.

Blaster wizards are the only ones that need significant investment to be effective.

These paths, since many requre little to no resource investment and one does, are not mutally exclusive!

You can be an amazing blaster wizard who also has lots of battlefield control, save or die effects, and utility spells in his repetoire.

If anything, that makes the blasting wizard MORE powerful when done right, since they can use battlefield control, save or die, utility OR blast well, as the situation demands. They are potent AND versatile as a result.


Ravingdork wrote:

Saying that blaster wizards are weaker wizards is a bit of a fallacy. It assumes the different paths are mutally exclusive, when they are not.

Battlefield control, save or die, and utlity wizards (among others) only need the right spells to be effective. Beyond spell selection, there's really no real investment necessary.

Blaster wizards are the only ones that need significant investment to be effective.

These paths, since many requre little to no resource investment and one does, are not mutally exclusive!

You can be an amazing blaster wizard who also has lots of battlefield control, save or die effects, and utility spells in his repetoire.

If anything, that makes the blasting wizard MORE powerful when done right, since they can use battlefield control, save or die, utility OR blast well, as the situation demands. They are potent AND versatile as a result.

I'm not sure I entirely agree with this. You aren't wrong in that any Wizard is going to be competent at all of these, but a blaster wizard who spends resources on blasting (particularly a level or sorcerer) isn't going to be as good as another wizard at control. They don't have feats to make the saves harder or abilities to enhance summons or tons of other stuff, since they spent everything they have on blasting. They also don't have as many slots available for that role, it they fill up with blasting slots. (note: dazing spells are control, with some blast attached and a good daze blaster is incredible control.)

More to the point, the action economy is what matters. If you are doing control, you aren't blasting (daze excepted) and if you are blasting you aren't control. If you spend your first round or two in a combat, establishing control by the time it comes to blast there usually isn't any point, wasting your entire blasting build.

Pretty much every character can damage the enemy. Wizard can do so much more, that other characters struggle too do. When it comes to party synergy, it is a rare blasting wizard that is anywhere near as effective as a build that focuses on the unique strengths of a wizard.


Take Magical Lineage with an instance of Additional Traits rather than as your two "locked in" freebies at character creation. --Why? ...because feats, but not traits, can be retrained. So pay some small coin every now and then to upgrade your Magical Linneage to a better associated spell.


Slim Jim wrote:
Take Magical Lineage with an instance of Additional Traits rather than as your two "locked in" freebies at character creation. --Why? ...because feats, but not traits, can be retrained. So pay some small coin every now and then to upgrade your Magical Linneage to a better associated spell.

If I take the additional traits feat, then retrain that feat to Additional Traits, I can change the traits?


Grimniir wrote:
Slim Jim wrote:
Take Magical Lineage with an instance of Additional Traits rather than as your two "locked in" freebies at character creation. --Why? ...because feats, but not traits, can be retrained. So pay some small coin every now and then to upgrade your Magical Linneage to a better associated spell.
If I take the additional traits feat, then retrain that feat to Additional Traits, I can change the traits?

If your GM is willing to do this, then just talk them into letting you retrain traits since you never actually change traits.


It's the only way to get around RAW regarding traits in PFS.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Blaster Wizard questions All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice