Author Topic: Making the Magic Happen: A Practical Wizard's guide.  (Read 25911 times)

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WarlockLord

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Making the Magic Happen: A Practical Wizard's guide.
« on: August 30, 2011, 04:05:26 AM »
So yes, here's another guide to being a wizard.  Hopefully, I can add to the wealth of information out there on being a wizard.  Probably?  Not really.  But I was bored.

I should also give credit where credit is due, to Treantmonk, Frank & K, and LogicNinja for their excellent insights into the world of wizarding.

So you've decided you want to be a wizard, a cool dude in a pointy hat who tells the laws of physics to go jump off a cliff and die.  As a prospective wizard, you've heard the hype about how wizards are "tier 1" and have about a zillion different ways to break the game.  In theory, this is true.  In practice...not so much.

Problem One: The power of any given wizard is limited by the DM
Sure, you may have heard the hype about how the wizard class is super awesome tier 1, who if they snap a finger can make campaign worlds explode.  Many dubious tricks have been quoted in support of this, such as the super-awesome of shapechange, the explosive runes book bomb, and the legions of terror created by planar binding.  Many of us can think of many more.  None of these really matter because you have a DM who probably won't allow them.  This is not to say that the rules for wizards are well-written or that the loopholes and exploits don't exist, but most DMs who don't eat paste or aren't new to DMing aren't going to allow you to mindrape a time dragon you gated in and have a permanent slave who destroys kingdoms.  Likewise, when you find some awe-inspiring loophole which allows you to raze the planet, get infinite moneys, or gate the BBEG into the Negative Energy Plane and roll taquitos while you and your friends beat him down.  This, incidentally, is why there is no real distinction between tier 1 and tier 2.

Problem Two: Many of the rules are poorly written
So does an invisible dude beat true seeing if he has a nondetection up?  Can you qualify for anima mage by taking those two feats in Tome of Magic?  Does the class feature spontaneous divination make you a spontaneous caster, and thus allow you to qualify for both sides of ultimate magus?  How exactly does ability focus interact with your spellcasting ability?   How the hell do those "if you lose the prereqs you lose the class" PrC rules interact with classes such as the ur-priest and why are they only printed in the Complete Arcane and Complete Warrior?  The fuck is a "fixed range" for persisting spells?  As you can see, many cool things for wizards will detract from the quality of the game as you and your gaming buddies scream at each other over persisting a time stop.  And no, the FAQ doesn't help, because that shit is known as "Skip smokes crack" for a reason, and they frequently pull crap out of their ass.  And please don't get me started on Custserv.

By now you are probably wondering why the hell you are going to play a wizard, when you could just play a dumbass with a stick, and get into less rules arguments.  Well, there are some metagame advantages.

The "fighters can't have nice things" attitude actually works in your favor
So lets say you wanted to play that fighter.  You, being an intelligent person undaunted by the prattle of the "real roleplayers", show up with a fighter/barbarian/warblade/frenzied berserker who charges dudes and kills them.  The DM bans you for being overpowered, ignoring Jim's gish in the corner using wraithstrike and miss chances to not die.  Wait, wtf?
A lot of DMs have the attitude that as long as it's a spell, it's ok, but if a mundane does it, it's overpowered anime shit.  Yeah, it's stupid, but it can work for you.  I recommend taking levels in incantatrix, because these people are usually the guys who use MMII shit and worship Gygaxian DMing.  They totally deserve it.


You haven't said a single thing about the damn class.

Ok, ok.  Well, let's get to it then.  As for color ratings, they will be added later.


Abilities of the Wizard
Str: you don't care.  You really don't.  This stat is useless for you, as you can compensate for anything this attribute does with spells and/or equipment.  Unless you're a grapplemancer.
Dex: important.  This affects initiative.  The wizard who goes first paralyzes/blinds/kills/whatevers enemies first, winning the fight.  You can compensate for this with spells, abilities, and what not, so I'd rate it as third.
Con: this is your second highest stat.  No exceptions.  You need that Con to survive with your d4 hit dice.
Int: This is your casting stat.  It affects the all-important spell DCs.  This will be maxed out unless you're going grapplemancer or ray build or somesuch.  Also, free skill points.
Wis: Not very useful to you.  Affects will saves, but you have good will saves anyway, and you're probably going to multiclass into a bunch of caster PrCs which boost will. 
Cha:The ultimate dump stat.  Anything this attribute would be used for can be compensated for by skill points and spells.  Seriously.



WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #1 on: August 30, 2011, 04:06:16 AM »
A Practical Guide to Races

A Practical Guide to Class Features

As a wizard, you have a bunch of alternative class features.  Some are useful.  Some are not.

Specialization and you
One of the first choices you must make as a wizard is to specialize or not to specialize.   Specialization is the designer's way of being too lazy to write classes for necromancer, illusionist, and so on, and pretending that a fireball cast by an evoker is somehow different than a fireball cast by a necromancer.  Except no one uses fireball, but that's a different story.  As you probably know, specialization gives you extra spell slots - one per level, in your school of specialization.  Something which is usually glossed over is that it locks half your spells known (from leveling anyway) into being spells of that school.  This can be good or bad based on which school you select.  You can also be a focused specialist, getting even more spell slots of that school for trading out a generalist spell slot of each level.

Of course, there's the widely known drawback of selecting two to three schools to ban to be a specialist.  So let's go over the schools.

Abyssal Specialist (Drow of the Underdark).  This is just weird.  It's not really a school, so you can't ban it.  You specialize in spells with the fear, compulsion, chaos, and evil descriptors, and only have to ban one school for vanilla specialization.  HOWEVER, this specialization wins at life if you have some way of making all your spells evil or chaotic (more on that later), as then you are effectively a generalist but with 1 or 2 banned schools and the option to take feats which boost the DCs of all your spells such as Malign Spell Focus and Spell Focus: Evil.  You can build an entire build around the Master of Evil, or the Master of Chaos (already done).

As for your DM not allowing evil, just explain you'll be on drugs and casting evil spells, but not actually backstabbing your party and/or slaughtering innocents, and that should be enough to maintain an evil alignment.

Abjuration: This school is all about protection (supposedly) and dispelling/redirecting/messing with magic.  At high levels, it rocks the house with things like energy immunity, superior resistance, mind blank, and disjunction.  Don't give this up unless you have another caster who can do it, or your campaign won't reach 5th level.

Conjuration: This school does everything, and I mean everything.  What it doesn't do with its spells you can use the planar binding or summon monster lines to replicate (usually).  Lots of low level save or sucks, lots of higher level callings.  Take it, specialize in it, don't give it up.  Also, teleports.

Divination: You can't give this up, but it only costs one school to specialize in.  It consists primarily of information gathering stuff, but information is power, so abuse away!
A small note on divination: Yes, you can try all kinds of cheesy tricks with contact other plane and the rest, but this school really comes down to "What is my DM going to give me?"  In an nutshell, this school is "ask the DM for a hint" and many DMs will simply take the "a higher power can block this spell" shortcut out.  So ask your DM.

Enchantment: On the plus side, you can get a large army of minions who live to serve you.  On the downside, this school is easy as hell to block, dominates and charms can be dispelled, and it attacks will.  There's good stuff here, but it's hard to make work on all enemies.  Charm powers are dependent on arguing with your DM over the rules.

Evocation:  The noob trap school.  Full of options that look cool but do nothing.  Look, by now everyone knows blaster spells are a waste of time and spell slots, because your spell damage is not keeping up with the monster's Con bonuses and monsters get free bullshit hit dice.  You can ban this school, no sweat, and get by with the shadow evocation spells from Illusion.

If you are dead set on writing "I'm an evoker" on your character sheet, then go right ahead.  If you feel like dumpster diving through splatbooks for awesome spells, you can make a decent evoker.  If you're in it for pure power however, you can do everything an evoker can as a conjurer.  I hate to say this, but as a conjurer your blasting is better and you can actually do other things.  If you want to raise walls of flame, ice, and force and screw up the battlefield that way, then you can make a boss evoker whom the bad guys go after first.

Illusion: This is one of my favorite schools.  However, the dreaded DM nerfbat hangs over your head like the sword of Damocles.  Namely, the "interacting with an illusion" rules.  If your DM is reasonable on the issue, go for it.  If the DM rules that looking at the illusion is considered "interacting", then that's bad.  However, this school is still full of solid things such as the invisibility line, the shadow line, and mirror image and friends.  Is almost completely shut down by true seeing if you do not invest to protect this.

Necromancy: Debuffs, save or dies, limited protections, and undead minions.  A solid school.  Cool flavor, and some very powerful effects (spirit possession, undead immunities, killing people you hate).

Transmutation: This is a hard one to rate, for several reasons.  It has the polymorph/draconic polymorph/polymorph any object/shapechange line of spells, which are fricking awesome when you dig through whatever version of the errata is the latest one.  This chain is also banned by many DMs because you can do overpowered stupid shit.  Aside from the shapechanging shenanigans, this school offers Fortitude save or dies (usually but not always resisted by the same things as necromancy), some no save screw yous, and buff spells.  None of the really good stuff in here is at low levels, and the flight can be duplicated somewhat by illusion, however, take a good long look at the self-buffs before discarding this school.

Domain Wizard: This is an idiotic version where you get to take a domain like a cleric and get bonus spell slots.  If it is available, take it.  As always, conjuration and transmutation are among the most useful domains.

Getting Familiar: or not
The familiar: the sole core wizard class feature (besides the bonus feats, and let's be honest, who uses those?)  The pros of the familiar are that it gives you bullshit bonuses (mention goes out to the hummingbird from some Dragon mag which gets you an initiative bonus, the rat which gives a +2 Fort save bonus, and the raven which can speak and thus use wands) and can be imbued with the ability to cast low level spells when you hit higher levels.  It can also scout.  The downside of the familiar is that it is easy to murderize, and you lose xp when it dies.  But hey, you can trade it for cool stuff!

Immediate Magic (PHBII): Abrupt Jaunt is made of win.  The others suck, mainly because they depend on wizard level, are outclassed by spells, are useless, or all of the above.

Aligned Spellcasting(Dragon 357):Crucial for the Master of Evil builds mentioned earlier.  Give all your spells an alignment subtype.  Stack on Spell Focus(Evil) and the gang for the win!

Eidetic Spellcasting (Dragon 357): No Scribe Scroll, but no spellbook.  Not bad if your DM is a Gygaxian dickbag, but the standard action to Gygaxian dickbags is not to play with said dickbags.

WIP
« Last Edit: September 02, 2011, 04:49:58 AM by WarlockLord »

WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #2 on: August 30, 2011, 04:06:49 AM »
A Practical Guide to Skills
WIP

WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #3 on: August 30, 2011, 04:07:09 AM »
A Practical Guide to Feats

WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #4 on: August 30, 2011, 04:07:35 AM »
A Practical Guide to Spells

WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #5 on: August 30, 2011, 04:07:57 AM »
A Practical Guide to Equipment

Olo Demonsbane

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #6 on: September 01, 2011, 04:06:12 AM »
Nice to see another wizard guide, as always.

However, I think you mean "No practical difference between Tier 1 and Tier 3".  Tier 1 and Tier 2 are still VERY different even if you were to take out every single moderately broken spell.  If you took out 75% of the wizards powerful spells...then, maybe, there'd be no difference between 1 and 3.  Still, I have yet to see your guide, so I'll save the rest of my argument until that is at least semi-completed.

Echoes

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #7 on: September 04, 2011, 04:24:08 AM »
Nice to see another wizard guide, as always.

However, I think you mean "No practical difference between Tier 1 and Tier 3".  Tier 1 and Tier 2 are still VERY different even if you were to take out every single moderately broken spell.  If you took out 75% of the wizards powerful spells...then, maybe, there'd be no difference between 1 and 3.  Still, I have yet to see your guide, so I'll save the rest of my argument until that is at least semi-completed.

No, he means tiers 1 and 2. The difference between tier 1 and tier 2 is quantitative rather than qualitative. On any given day, an optimized sorcerer (or whatever) will, on average, have the same ability to break the setting as an optimized wizard. The fact that the wizard can rape the campaign a different way each day is pretty much irrelevant as anything other than an intellectual exercise.

« Last Edit: September 04, 2011, 04:27:40 AM by Echoes »
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WarlockLord

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #8 on: September 06, 2011, 12:49:33 AM »
Nice to see another wizard guide, as always.

However, I think you mean "No practical difference between Tier 1 and Tier 3".  Tier 1 and Tier 2 are still VERY different even if you were to take out every single moderately broken spell.  If you took out 75% of the wizards powerful spells...then, maybe, there'd be no difference between 1 and 3.  Still, I have yet to see your guide, so I'll save the rest of my argument until that is at least semi-completed.

No, he means tiers 1 and 2. The difference between tier 1 and tier 2 is quantitative rather than qualitative. On any given day, an optimized sorcerer (or whatever) will, on average, have the same ability to break the setting as an optimized wizard. The fact that the wizard can rape the campaign a different way each day is pretty much irrelevant as anything other than an intellectual exercise.



This.  Sorry about the slow pace of the guide, school is starting.

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #9 on: September 06, 2011, 06:44:08 PM »
This.  Sorry about the slow pace of the guide, school is starting.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #10 on: September 06, 2011, 06:52:20 PM »
This.  Sorry about the slow pace of the guide, school is starting.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #11 on: September 07, 2011, 07:53:55 PM »
Tier 1 being able to rearrange his spells usable every day is a massive advantage over Tier 2.  I've played enough Sorcerers to know the guilt, shame, and frustration that come from knowing I could have picked better.  (Each time I played a Sorcerer in earnest, I didn't want to play another.  Then I tried the Sorcerer again, felt aggrevated that Wizards were just better- yes, even this time- and reminded myself never to play another Sorcerer.)

Psions are different.  They're Tier 2, but are versatile enough come about level 5 that their best powers at this level (astral construct, psionic minor creation, levitate, energy missile, Linked anything with synchronicity) allow them to cover most situations.  I keep wishing I had more fuel (PP).
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #12 on: September 08, 2011, 02:30:11 AM »
Nice to see another wizard guide, as always.

However, I think you mean "No practical difference between Tier 1 and Tier 3".  Tier 1 and Tier 2 are still VERY different even if you were to take out every single moderately broken spell.  If you took out 75% of the wizards powerful spells...then, maybe, there'd be no difference between 1 and 3.  Still, I have yet to see your guide, so I'll save the rest of my argument until that is at least semi-completed.

No, he means tiers 1 and 2. The difference between tier 1 and tier 2 is quantitative rather than qualitative. On any given day, an optimized sorcerer (or whatever) will, on average, have the same ability to break the setting as an optimized wizard. The fact that the wizard can rape the campaign a different way each day is pretty much irrelevant as anything other than an intellectual exercise.



This.  Sorry about the slow pace of the guide, school is starting.

I have to disagree with this.  There is still a very large gulf between an optimized sorcerer and an optimized wizard, primarily because of the large number of awesome out of combat spells that the designers managed to slide in.  As a sorcerer, while you could grab Animate Dead, for instance, at 8th level, you probably won't, due to the fact that you will almost never use it in combat.  You could get it at 9th level, but by that time the wizard has already had it for two levels.

This also includes most/all divination spells, and most spells that create permanent effects.

Plus, this says nothing about the fact that a wizard, when he learns that his benefactor (or whatever) is sending him against undead, he can go grab a scroll of disintegrate and sunburst, and be ready to stomp on the undead the next day.

Finally, the sorcerer is one level behind the wizard when it comes to acquiring new spell levels.  This means that half the time, the wizard will be capable of casting higher level spells than the sorcerer.  That's a pretty significant power difference by itself.

Echoes

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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #13 on: September 08, 2011, 03:10:35 AM »
Nice to see another wizard guide, as always.

However, I think you mean "No practical difference between Tier 1 and Tier 3".  Tier 1 and Tier 2 are still VERY different even if you were to take out every single moderately broken spell.  If you took out 75% of the wizards powerful spells...then, maybe, there'd be no difference between 1 and 3.  Still, I have yet to see your guide, so I'll save the rest of my argument until that is at least semi-completed.

No, he means tiers 1 and 2. The difference between tier 1 and tier 2 is quantitative rather than qualitative. On any given day, an optimized sorcerer (or whatever) will, on average, have the same ability to break the setting as an optimized wizard. The fact that the wizard can rape the campaign a different way each day is pretty much irrelevant as anything other than an intellectual exercise.



This.  Sorry about the slow pace of the guide, school is starting.

I have to disagree with this.  There is still a very large gulf between an optimized sorcerer and an optimized wizard, primarily because of the large number of awesome out of combat spells that the designers managed to slide in.  As a sorcerer, while you could grab Animate Dead, for instance, at 8th level, you probably won't, due to the fact that you will almost never use it in combat.  You could get it at 9th level, but by that time the wizard has already had it for two levels.

This also includes most/all divination spells, and most spells that create permanent effects.

Plus, this says nothing about the fact that a wizard, when he learns that his benefactor (or whatever) is sending him against undead, he can go grab a scroll of disintegrate and sunburst, and be ready to stomp on the undead the next day.

Finally, the sorcerer is one level behind the wizard when it comes to acquiring new spell levels.  This means that half the time, the wizard will be capable of casting higher level spells than the sorcerer.  That's a pretty significant power difference by itself.

Tier 2 is defined by having the capability to break the campaign setting in half, but in a limited number of ways, and usually with limited versatility. Tier 1s can break the campaign in a dozen different ways and can change up how they do it each day. However, the fact remains that once you can break a campaign setting in any one way, additional campaign-breaking options are irrelevant because the game is already broken.

That's why tier 1 is not qualitatively more powerful than tier 2 - both groups can destroy a campaign setting. Tier 1s can just do it in more ways and with less resource investment. Tier 3s can't break the campaign setting, period. Thus there is a qualitative difference between the capabilities of a tier 3 and a tier 2 class.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #14 on: September 09, 2011, 01:17:32 AM »
I don't think this thread is the place for arguing about what makes tiers different. Frankly, it doesn't matter and I can't believe anybody actually gives a shit.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #15 on: September 16, 2011, 03:09:03 AM »
Where exactly is that bit about wizards needing to take half of their levelup spells from their specialist schools from? I've heard it once or twice, but I can't find it anywhere.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #16 on: September 16, 2011, 12:42:17 PM »
Where exactly is that bit about wizards needing to take half of their levelup spells from their specialist schools from? I've heard it once or twice, but I can't find it anywhere.

It's under Arcane Magical Writings. At least one of the free spells gained at each new level must be from a specialist school. If you get more than that (such as at 1st level), you still only need 1/level.

Quote
Spells Gained at a New Level

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #17 on: September 17, 2011, 01:22:32 PM »
Huh. Well that's not too bad. Makes a Diviner a bit trickier to work, but other than that, not too painful.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #18 on: September 20, 2011, 02:42:54 AM »
Nice to see a new wizard guide. Love those.
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Re: Making the Magic Happen: A Practical Wizard's guide.
« Reply #19 on: September 23, 2011, 06:06:09 PM »
I know my stuff, I am merely short one time. 

If you have any cool tricks though, feel free to spill em.