Basic Wizard Builds


Advice


Ok I'm sure no one has an opinion on the humble wizard. Here is my attempt at making a few wizard builds. The point of the builds is to explore the class and subclasses as I think they were intended to be used. Its not really about finding all the cute builds just covers the basics. Though I will digress. I often find I'm missing good feats like Spell Penetration just because there is something else more on theme I want.

I'll copy the details into this thread to for you to make it easier to see. But the live document will change.

Wizard
Traditionally one of the power classes at high level. Magic has been watered down a lot in PF2, but still a wizard can be very effective. The wizard is a prepared caster and is the strongest caster if they are prepared. If you find you are only casting the same few spells each time, then you’ll be better off as an arcane sorcerer. To be better a wizard needs to know what they are fighting. Knowledge, planning, reconnaissance, and a variety of options is important.

There are too many combinations of Schools and Theses for me to want to do them all. I’m just going to talk about some.

Illusionist
Illusions work really well in PF2 because they start off by being believed. Your enemy will have to send actions interacting with them to get a saving throw, or perhaps will just change what they were going to do. Wasting your enemies time or bluffing them into an alternate course of action is what you are trying to do. It's an intelligent and rewarding way to play.

Str 10 Dex 16 Con 12 Int 18 Wis 10 Cha 12

Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Staff of Illusion or Staff of Evocation you’ll have many over your career, Ring of Wizardry

Arcane Thesis: Staff Nexus a very effective thesis enabling you to group your spells together to get more higher level spells, or to get spells of the levels you need. It is also great to get a charge efficient, always useful level 1 spell onto a staff. True Strike fits the bill but maybe not here, Summon Animal for lots of trap detection, but the one I like best is Befuddle

Arcane School: Illusion, Focus Spell: Warped Terrain which is a very useful barrier.

Class Feats: Level 2: Conceal Spell, Level 4: Silent Spell, Level 6: Convincing Illusion, Level 8: Advanced School Spell for Invisibility Cloak, Level 10:, Level 12:, Level 14: Bonded Focus, Level 16: Effortless Concentration,

Skills: Deception, Stealth, Arcana,

Some spell suggestions: Illusory Creature,

Counter Speller
Counterspelling is quite difficult, which is good or it would be too easy to shut casters down. But the wizard has some particular features for it. So this is how I would go about it. But don’t forget that this is still a regular wizard, counterspell is just a part of it.

Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10

Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Staff of ?, Ring of Wizardry

Arcane Thesis: Spell Substitution just to help you have the spells you need.

Arcane School: Universalist, Focus Spell: Hand of the Apprentice - its single action.

Class Feats: Level 1: Hand of the Apprentice from Universalist, Level 2: Counterspell, Level 4: Linked Focus, Level 6: Loremaster, Level 8: Universal Versatility, Level 10: Loremaster's Etude, Level 12: Clever Counterspell, Level 14: Reflect Spell or Superior Bond,

Skills: Stealth, Arcana, lots of Lore skills because you need to be able to recognise all types of magic.

Skill Feat: Recognize Spell, Quick Recognition required, Unmistakable Lore is good for Loremaster Lore

Some spell suggestions: Quench has broad counterspell potential

UltimatePower
It's all about having the most top level spells in the game. That's where the true power lies. I’ve taken a secondary Arcane caster class and a focus spell so that you don’t feel the loss of the lesser spell slots so much.

Str 10 Dex 14 Con 14 Int 18 Wis 12 Cha 10

Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Staff of ?, Ring of Wizardry

Arcane Thesis: Spell Blending for as many top level spells as you can.

Arcane School: Enchantment, Focus Spell: Charming Words which is ok for single action.

Class Feats: Level 2: Witch Dedication any arcane, Level 4: Basic Witch Spellcasting, Level 6: Enhanced Familiar, Level 8: Advanced School Spell for Dread Aura, Level 10:Patron's Breadth, Level 12:Expert Witch Spellcasting, Level 14: Bonded Focus, Level 16: Effortless Concentration, Level 18: Master Witch Spellcasting

Skills: Stealth, Arcana,

Toolbox
A professional wizard, you've done your research and equipped yourself with everything you need. No problem is insurmountable. It's all about the right tool for the job.

Str 10 Dex 12 Con 16 Int 18 Wis 12 Cha 10

Basic equipment: Breastplate, Staff of Evocation, Ring of Wizardry

Arcane Thesis: Spell Blending for as many top level spells as you can

Arcane School: Evocation, Focus Spell: Force Bolt which is a good damage top up.

Class Feats: Level 2: Sentinel, Level 4: Enhanced Familiar (Valet ), Level 6: Alchemist Dedication, Level 8: Expert Alchemy, Level 10: Scroll Savant, Level 12:Master Alchemy, Level 14: Bonded Focus, Level 16: Effortless Concentration,

Skills: Arcana, Crafting

Skill Feats: Steel Skin, and Armor Specialist effective and gets out of the archetype faster, Inventor, Prescient Planner and Prescient Consumable just seem to fit the concept too.

Some spell suggestions: You can afford to use cones a bit more than the average wizard as you are better armoured, but don’t think you are front line material. The familiar is to help hand you scrolls and potions efficiently. Try to pick up one in your ancestry eg Gnome or Ratfolk. Not really planning on using alchemical bombs much prefer healing and minor buffs.

Warden
A faithful old ranger dedicated to the knowledge of nature and the animals therein. He's been around for a while and his knowledge is much deeper than many suspect.

Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10

Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Ring of Wizardry, Shortbow

Arcane Thesis: Improved Familiar Attunement just to argue over your lore rolls, your familiar always has a Second Opinion, sometime he might even fetch a scroll or two Valet

Arcane School: Conjuration, Focus Spell: Augment Summoning - not great.

Ancestry: Ancient Elf for Ranger Dedication, Elven Weapon Familiarity and Ancestral Longevity

Class Feats: Level 2: Enhanced Familiar, Level 4: Basic Hunter's Trick for Monster Hunter, Level 6: Basic Hunter's Trick for Monster Warden, Level 8: Loremaster, Level 10: Loremaster's Etude, Level 12: Scroll Savant, Level 14: Superior Bond, Level 16: Effortless Concentration,

Skills: Stealth, Arcana, lots of Lore skills because you need to be able to recognise all types of monsters.

Skill Feat: Unmistakable Lore, Orthographic Mastery

Some spell suggestions: Summoning Spells are your focus because you know all about creatures, refer to Exocist’s guide to summoning or Tarondor’s Wizard Guide for specific suggestions.

Enter The Dragon
Some people just want to blast and for them the best way to do it is to dabble in other classes. It's pretty hard to get a major damaging focus spell that you can use every encounter as a Wizard. But you can do it by level 12 via multiclassing into a Draconic Sorcerer which keeps everything Arcane and on your spell DC.

Str 10 Dex 14 Con 12 Int 18 Wis 10 Cha 14

Basic equipment: Studded Leather via Armor Proficiency later Bracers of Armor, Staff of ?, Ring of Wizardry

Arcane Thesis: Metamagical Experimentation mostly you want Widen Spell because you are a blaster but there are options. Check out what the illusionist uses.

Arcane School: Abjuration, Focus Spell: Protective Ward - an AC buff. Note that you can do multiple sustains in a turn to pump up the radius.

Class Feats: Level 1: Widen Spell from Thesis, Level 2: Sorcerer Dedication, Level 4: Basic Bloodline Spell for Dragon Claws take Sea for bludgeoning resistance , Level 6: Basic Blood Potency for Dangerous Sorcery, Level 8: Advanced School Spell for Energy Absorption, Level 10: Scroll Savant, Level 12: Advanced Blood Potency for Dragon Breath, Level 14: Bonded Focus, Level 16: Effortless Concentration,

Skills: Stealth, Arcana, Intimidation, Deception


You can't take Basic Hunter's Trick until Level 4, even if you're an Ancient Elf.


Ventnor wrote:
You can't take Basic Hunter's Trick until Level 4, even if you're an Ancient Elf.

Cool I'll bump it and edit above. Thanks.


I suppose it's worth noting that the flexible spellcaster archetype really helps the wizard in this edition. At-will heightening of any prepared spell and not being restricted to preparing spells based on spell level leaves you a lot of room to diversify your selection to pack in more utility or have all saves covered and spam what works.


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gesalt wrote:
I suppose it's worth noting that the flexible spellcaster archetype really helps the wizard in this edition. At-will heightening of any prepared spell and not being restricted to preparing spells based on spell level leaves you a lot of room to diversify your selection to pack in more utility or have all saves covered and spam what works.

Yes it does. Its a good option if you prefer the flavour of the Wizard over a Sorcerer, but have had it with Vancian casting. Especially if you are coming from a 5th ed D&D Wizard and are used to much looser rules there. I've got a friend in that boat.

Sovereign Court

I think getting some kind of armor going early on is so important, it might be good to call it out under its own heading.

Approaches that have worked well for me:
- Light Armor proficiency general feat, at level 3, or level 1 as human.
- Sentinel dedication at level 2. Could even be combined with grabbing light and medium armor as human to go full heavy from level 2 onward.

- Rogue multiclass, either at level 2 or at 1 as Ancient Elf. This one has a lot to offer wizards: light armor proficiency, more skills, and surprise attack. Since you're not the king of Perception anyway, and want to lurk in the back of the party anyway, Avoid Notice is a decent exploration tactic for you. Opening up a combat with a True Strike (staff of divination) into Hydraulic Push against a flat-footed (surprise attack) enemy can be a nice start. But there's more: the Mobility feat is quite helpful for evacuating a melee to a place where you can cast without provoking AoOs. Later on, Skill Mastery is nice for digging deeper into a general role of wizard as the skillful character. Feats like Dread Striker also have their moments if you or other people in the party are into Intimidate or Intimidating Strike.


I wanted to try making a wizard with adaptive adept ( heal ) and staff nexus, along with witch dedication to synergizes with life boost , but the more I tweak with it, the more it seems that a prima witch would probably to it better ( a wizard would get more spells though ).

By lvl 8, the character will have a staff with 8 slots power ( by lvl 9 it would be 10 slots ), able to cast either lvl 2 and lvl 3 heals ( adaptive adept won't stop you from casting a heightened version from a staff as far as I read. Even if, getting a divine witch tradition would definitely solve it. At the same time, you can have spells on different traditions within your spellbook, even if you can't cast them ).

But maybe the character is going to be ok, and I am the one who's just seeing it as main healer rather than a support one.

What do you think?
Can this be a cool starting build for a character who likes to specialize in a different way rather than getting spells through a dedication?

I think it might be entertaining to play, but not quite sure about its effectiveness on the long run.


Kitchen Sink Wizard

Human (half-elf)
10(8)/10(8)/14/18/12/14
If using flaw, boost con, wis or cha

Thesis: Spell Blending
School: Illusion
Gear: Illusion staff, wand of longstrider, wand of ant haul
Skills: Arcana, Deception

Level 01: general training(armor proficiency[light]), [flex casting]
Level 02: flex casting archetype
Level 03: armor proficiency(medium)
Level 04: Sentinel dedication
Level 05: Natural Ambition(counterspell)
Level 06: Convincing illusion
Level 07: Fleet/toughness
Level 08: Familiar
Level 09: Multitalented(Any caster)
Level 10: Mighty Bulwark
Level 11: Fleet/toughness
Level 12: Basic casting
Level 13:
Level 14: Expert casting or reflect spell
Level 15:
Level 16: Effortless concentration or Expert casting
Level 17:
Level 18: Effortless concentration or expert/master casting
Level 19:
Level 20: Archwizard's might

Just throw the best parts of everything in together. A silly build greatly enhanced by free archetype. Gives us superior heavy armor, maximized illusion effectiveness, flex casting (and free heightening) to have a filthy variety of save targeting and counter material plus some extra slots later on since we'll be starving for lower level slots due to blending+flexing.

Longstrider and ant haul wands fix our speed and bulk capacity issues. Illusion staff is the obvious choice.

I wouldn't recommend blending until level 5 where you get 3rd level spells to keep a full complement of top and top-1 level spells.

Illusion is the chosen school to grant access to the convincing illusion feat and because it is useful in your specialist slot at every level.


Personally I would call out Spell Blending for the Enter the Dragon build. In my experience with both homebrew games and APs, when it comes to blasting more spell slots would be more helpful than Widen metamagic.


Spell substitution should be more prevalent.

If a wizard's strength is being the best caster when they know what's up, spell substitution allows you to almost always be adequately prepared.


Salamileg wrote:
Personally I would call out Spell Blending for the Enter the Dragon build. In my experience with both homebrew games and APs, when it comes to blasting more spell slots would be more helpful than Widen metamagic.

I think that is a reflection more on the meta magic options than anything else. The point of that build in my head was to be a vehicle for metamagic. I'll put some more notes in. But I think the issue is what do you with metamagic. Having the option to rotate between AOE spell with Widen, Touch/ShortRange spells with Reach, Illusions with Conceal, or perhaps some Social situations Silent might be better.

Energy Ablation is just a bad concept. As most monsters are themed enough that if you want to be protected by an Energy from them, that casting that Energy at them is a bad idea. If you knew a day in advance you would take other spells not this feat.

Nonlethal Spell is fairly irrelevant.

The level 10 options aren't relevant till level 20, so are basically irrelevant to most people.


AlastarOG wrote:

Spell substitution should be more prevalent.

I've done one of each which is kind of the point for this list. I did a second Spell blending as I felt the two builds were different enough.

In my mind Staff Nexus and Spell Blending are the "power" options. Spell Substitution has its place. I'm not really a fan of take ten minutes redo a spell abilities, but Spell Substitution is the best one as its fully flexible.

AlastarOG wrote:
If a wizard's strength is being the best caster when they know what's up, spell substitution allows you to almost always be adequately prepared.

A wizard is the best if he can scout and get his plans and resources ready. But its a daily basis, a wizard needs a day to be ready and swap his full spell suite. Otherwise there are better casters out there.


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Well that's exactly why spell substitution is good, instead of waiting next day you can act on immediate information, which sometimes you cannot get before changing your spells.

So if you, let's say, have afight in an area you knew nothing about, rather than asking your party to sleep for a day after the first fight so you can rework your optimal spells, you can use the 30 minutes while the rest of the party is using treat wounds to switch 2-3 spells around to be more optimal.

Or if you find something that would be solved by a spell on the fly, rather than waiting a day (something that can be dangerous) you can get the good spell you need (like comprehend language, dark vision, fly or teleport) immediately.

Finally, this allows you to recycle under spell slot when you end your day, switching around two spell slots to cast lock and alarm if you're in a dangerous environment, or teleport to go back to a nearby lair, or rope trick/magnificent mansion, all of that without having to prepare those spells in advance.

It's kinda great in play, I always have the right tool for the job with my kobold evoker.


Gortle wrote:
AlastarOG wrote:

Spell substitution should be more prevalent.

I've done one of each which is kind of the point for this list. I did a second Spell blending as I felt the two builds were different enough.

In my mind Staff Nexus and Spell Blending are the "power" options. Spell Substitution has its place. I'm not really a fan of take ten minutes redo a spell abilities, but Spell Substitution is the best one as its fully flexible.

AlastarOG wrote:
If a wizard's strength is being the best caster when they know what's up, spell substitution allows you to almost always be adequately prepared.
A wizard is the best if he can scout and get his plans and resources ready. But its a daily basis, a wizard needs a day to be ready and swap his full spell suite. Otherwise there are better casters out there.

Why do you like Staff Nexus? I keep reading it and trying to figure out why I would want it.

I like Metamagic Master myself as it provides an extra feat and a flexible metamagic feat which I think becomes more valuable as more metamagic feats become available.

Spell Substitution is great for flexibility. I gave it all wizards as a base ability in my house rules, so wizards don't have to worry about it in my games.

Spell Blending I can see value in for some. But I like my lower level slots, so not real interested in trading them for more higher level slots. I think quite a few low level spells are good like slow at 3rd level is nice across all levels as is 4th level phantasmal killer. I couldn't find a reason to trade my lower level slots for higher level.

This is viewed from the perspective of someone who plays to an average of level 12 and often higher.

When you make a wizard what do you pick? Why do you like it in play?


Deriven Firelion wrote:

Why do you like Staff Nexus? I keep reading it and trying to figure out why I would want it.

I like Metamagic Master myself as it provides an extra feat and a flexible metamagic feat which I think becomes more valuable as more metamagic feats become available.

Spell Substitution is great for flexibility. I gave it all wizards as a base ability in my house rules, so wizards don't have to worry about it in my games.

Spell Blending I can see value in for some. But I like my lower level slots, so not real interested in trading them for more higher level slots. I think quite a few low level spells are good like slow at 3rd level is nice across all levels as is 4th level phantasmal killer. I couldn't find a reason to trade my lower level slots for higher level.

This is viewed from the perspective of someone who plays to an average of level 12 and often higher.

When you make a wizard what do you pick? Why do you like it in play?

I prefer sorcerers actually, but the point of this is to see what can be done with a wizard, particularly what the point is of each thesis.

A staff is useful for a Wizard. Almost every wizard should have one even if they just burn through the charges then point it aside for something else. They don't have to spend a slot to put extra charges in but they can.

A Nexus Wizard gets:
+1 cantrip of your choice, which is OK

A 1st level spell of your choice in a staff. Which can be really important, as there are a lot of spells that just don't make it into a published staff. You get a fair bit more flexibility if you have a set of good spells in your staff. Some level 1 spells remain good throughout your career and having a bunch of them per day in your staff is very useful for an adventurer. But not so useful if your character build is all about a Nova round.

You can put two spell slots (lvl 8)into the staff. At level 8 you only have 4th level spells, but you can put a level 1 and 2 slot into the staff for an effective extra level 3 slot in the staff. Correct its not as good as Spell Blending, typically you are sacrificing lower slots to get a slot 1 level below your maximum, but its still a useful power upgrade.


By lvl 16 it can be an alternative.

Between lvl 1-7, it requires the spellcaster to expend a spell slot, while it's free for any non "nexus staff" spellcasters ( A nexus staff user is also not able to expend an additional slot until lvl 8 ).

By lvl 8-15 generic spellcasters and nexus staff are somehow "similar", but the nexus staff has to pay 2 slots rather than 1.

By lvl 16+ a nexus staff user can expend up to 3 spell slots ( any other spellcaaster would be still tied to 2 ), which might contribute creating a solid alternative for multiclasses ( for example, being able to rely on high level healing spells from a staff ).

Unless very specific builds I am not even aware of, I'd probably consider retraining into nexus staff at some point ( lvl 16+ ), if my build would be more efficient with that thesis.


HumbleGamer wrote:


Between lvl 1-7, it requires the spellcaster to expend a spell slot, while it's free for any non "nexus staff" spellcasters ( A nexus staff user is also not able to expend an additional slot until lvl 8 ).

Yes that is an annoying rule - which is a huge nerf on the thesis. The thesis would be much much better if it got the default freebie staff charge that every else gets.

Its right up there with Air Bubble being a verbal spell and Schadenfreude only working on a critical fail, for shooting itself in the foot.

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