Author Topic: A guide to Wizards: Playing a GOD  (Read 407127 times)

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Dan2

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A guide to Wizards: Playing a GOD
« on: May 27, 2008, 04:47:35 AM »
Alright guys, this is a compilation of Treantmonklvl20's guide to wizards and the subsequent spell handbooks.

A quick link to a part of the guide.

Treantmonklvl20's guide to Wizards: Being a God

Treantmonk's Guide to Wizard Spells: God's Tools - Part 1: Evocation

Treantmonk's Guide to Abjuration: God's Tools

TSUYOSHI'S GUIDE TO DIVINATION SPELLS: G-D'S EYES

Treantmonk's Guide to Wizard Spells: God's Tools - Part 4: Necromancy

Treantmonk's Guide to Wizard Spells: God's Tools - Part 5: Conjuration

Treantmonk's Guide to Wizard Spells: God's Tools - Part 6: Illusion

Treantmonk's Guide to Wizard Spells: God's Tools - Part 7: Enchantment

CantripN's Guide to Transmutation Spells

Any changes in formatting were either due to necessity or error.
(If you suspect a format change was an error, please PM me so I may fix it.  Thanks.)

Disclaimer:

Treantmonklvl20: Wrote the wizard guide, and wrote most of the spell guides.

Tsuyoshikentsu:  Wrote the Divination spell guide.

CantripN:  Wrote the Transmutation spell guide.

malaspina:  Thanks go out to him for reformatting after the wotc boards change.

Thanks to all for your patience.

EDIT: The first font that I tried to use for the titles used to work here, but doesn't, so I found the font that Treantmonk used, and started using it.
« Last Edit: April 02, 2010, 11:35:27 PM by Dan2 »

Dan2

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Re: A guide to Wizards: Playing a GOD
« Reply #1 on: May 27, 2008, 04:47:55 AM »
Treantmonk's Guide to Wizards: Being a God


 :lolMerriam-Webster: God: ...one controlling a particular aspect or part of reality

Introduction: Yeah, before you tell me, I know, there are already Wizard threads out there for referencing. These are the primary 2 for the 3.5 rules:

Logicninja's guide to Wizards: Being Batman (By Logicninja)

If you didn't get it from the title - Logicninja's thread is the inspiration for this one. I agree with Logicninja on a lot of things and disagree on a lot of other things. The intention of this thread is for players to get different perspectives and opinions on the class from two different optimizers who play a lot of wizards. Wizards are great in that they give a lot of choice. My choices aren't always right for everyone - but they will likely be right for some.

I also really like Logicninja's style. I've emulated it to some degree here. Imitation is the sincerest form of flattery after all.

The Wizard's Handbook (by Dictum Mortuum)

For those who don't know this - Dictum Mortuum is probably the busiest fellow on the OP boards. I've lost track of how many Handbooks he's maintaining (including the "Making Handbooks" handbook - no kidding). His handbooks present lots of options - and try to keep out personal opinion. Very useful for reference. However - Dictum Mortuum keeps it very broad and open - which is great - but different then you will get on this thread.

The Conjurer's Handbook by Echodork

This is a very specialized look at conjuration. Echodork said this - which has served as a starting point for defining roles in a party (I wanted to give credit):

Quote
Benign Transposition:Logicninja's and Dictum Mortuum's threads (which offer different perspectives already) and think there's more perspective that can be given those looking for more options for the class. I wouldn't waste my time writing a long thread like this one if I didn't think I had something different to add to the conversation.

Options are good. That's the one (and only) point I'll make on this entire thread that I will claim is indisputable.A little side note about style Be prepared for me presenting a black-and-white D&D world. These are opinions - and I'm presenting them strongly, intentionally. Really no point in presenting what is essentially an opinion paper and being wishy-washy.

What do you mean God?



We've all heard that the standard party in D&D revolves around 4 iconic roles. For those who have spent the last 25+ years of their life NOT playing D&D those roles are: Meleer, Healbot, Arcane caster and Skillmonkey. The rest of us knew that already.

In other words - if you go back to Basic D&D there were 4 human classes. Thief (now we call them rogues to be politically correct), Magic User (now we call them Wizards since it sounds less boring), Clerics and Fighters.

However, rules have changed and party roles have changed. A party with the 4 iconic roles should do just fine - but I would define the roles differently.

Out of combat you have 4 roles:

Social ("The Fop"): This guy thinks he's the leader. Whatever - he does the talking well everyone else lets him.

Sneak ("The Corpse"): This guy sneaks ahead to scout the enemy's lair and finds and disarms traps for the group. Why do I call him the "Corpse"? - reread what he does again.

Healbot ("The Gimp"): Anyone who spends his character's resources for healing is clearly the party Gimp. That said - you want a party gimp. Preferably - not you. (though it can be done with Arcane Disciple)

Utility Caster ("Everything Else"):In combat there are also 4 roles - these are the roles that get filled:

The Big Stupid Fighter: This role involves two things: Doing HP damage to BBEG, forcing BBEG to attack you with his viscous weaponry. The Big Stupid Fighter is not always a fighter (though stereotypically he is). He may be a Barbarian, a Summoned Critter, or a Druid. In order to qualify as a Big Stupid Fighter he should be any character that actively tries to be the target of enemy attacks. For those who wonder why I would label this character as "stupid" regardless of their INT score - reread the previous sentence.

The Glass Cannon: This role involves one thing: Doing HP damage to BBEG. The Glass Cannon is like the Big Stupid Fighter except he does not want to take damage. Usually this is not due to superior intelligence - but instead due to inferior HP or AC (or in most cases - both). The Glass Cannon is often a Rogue (Or Rouge for our 13 year old readers), a Gish, an Archer, or a Blaster (the inferior wizard).

God: When reality would entail the above two meeting a rather messy end - someone will need to make some adjustments to said reality in order for the above two to instead meet glorious victory. What other label could such a force be labelled as than "God"? Well - how about "Primary Caster" One label or another - this guy needs to make Reality his Witch (replace the "W" in your head.) in order to do his job effectively.

The Waste of Space: This is the character of the player who thought a Bard/Monk/Sorcerer multiclass was an excellent idea - or who thought healing was a good "combat" role. This character just doesn't fill any of the above roles well enough to be anything but a liability to the group. You probably have had one in your group. Heck, you probably have one in your current group. Don't sweat it - as long as it isn't you.

* Why isn't the Healer useful in combat? Good question. There are two ways you can live your "pretend" life - reactively or proactively. God will alter reality to prevent damage, a healer will try to do "damage control" (pun intended) after the damage has been taken. Simple truth: The mechanics of the game make preventing damage more efficient then healing damage after the fact. That's not to say a well placed "Heal" or even "CLW" never has use in combat - but if you're doing your job - it should never be required as a primary role.

How Wizard's fill the 8 roles:

As a wizard, you can technically fill any 4 of the non-combat roles, as well as any 4 of the combat roles. You just can't fill ALL those roles Despite what you may have read elsewhere - a wizard has limited memorizations and castings per day - no matter the size of his spell book.

In other words - it's not the SIZEThe Fop: Charm person, Suggestion - you can fill this role if you are willing to waste...um, I mean "invest" the spells to do it. Personally - I would let anyone else willing to fill this role do so.

The Corpse:The Healbot: The only way you can fill this role is with Arcane Disciple (healing). If you do get delegated this position - I can say with authority - "ASSUME THE POSITION". Save your crying for after the others are asleep. At least make sure the wands of CLW are bought with party funds or you can change "GIMP" to "CHUMP"

The Utility Caster: Occasionally the Cleric can fill this role - but usually it will be you. Conjuration, Divination and Transmutation spells will usually be the ones required. Your speciality will be "Party Taxi" - but all the other stuff gets filled in here too.

The Big Stupid Fighter:



You can never PERSONALLY be the Big Stupid Fighter - but you can summon one. If your party lacks the BSF and you want to know how to fill the niche with your Wizard - you should scroll down until you get to my sig and click on "Mastering the Malconvoker" and I will guide you through the build of this wizard.

The Glass Cannon:



The Gish build and the Blaster both fill this role in very different ways. Personally - I'm not big on playing Glass Cannons - and will let others explain how to make a most excellent GISH build. It's amazing how many people on these boards drool over Gishes. "Oh please - can I use godlike power to become one of the pathetic grunts who get all dirty and bloody and risk death every battle?" The popularity is puzzling to me. Yeah - Gishes make great Glass Cannons - but I just don't see the appeal in NOT being God...

The Waste of Space:



Yeah - it happens. Give your wizard too many roles and he will run out of spells and be a waste of space before you can say "I suck". Multiclass your wizard and expect to fill this role until you get a few levels of your "Hybrid" PrC. Or skip the Hybrid PrC altogether and just suck forever. As in the above illustration - Drow wizard's really rock - well, at least they suck them.

God:



This is the role this thread is based upon. Three kinds of wizards alter reality so that the Glass Cannon and the Big Stupid Fighter think they are better than they are. Those three wizards are Battlefield Controllers, Buffers, and Debuffers. Your best bet is to do a bit of all of them - but you can make wizards exclusive to each role as well without sucking.

Three Ways to Play God:

Battlefield Control:



In order to be an effective battlefield controller - you should consider your primary goal to line up your enemies flanked by your Glass Cannon and Big Stupid Fighter one at a time and backwards, all while standing on their heads. This will make the BSF and the GC win the combat with little damage to themselves - and they will feel like "they" won. That's the point - you're God after all, let the mortals have their victory.

Debuffing:



In order to be an effective Debuffer - you should consider your primary goal to have your BBEG standing in front of your GC and BSF dazed, stunned, nauseated, STR = 1, Dex = 1, Level = 1, and Blind for good measure. This will make the BSF and the GC win the combat with little damage to themselves - and they will feel like "they" won. That's the point - you're God after all, let the mortals have their victory.

(Note to readers: Debuffing can more literally be termed as reducing attributes or levels of opponents - I extend the term to be anything that impairs or damages the abilities of the enemy - which is why I include things like "blinding" to be a debuff)

Buffing:



In order to be effective at buffing - you turn your Big Stupid Fighter into a Colossal, Stupid Fighter on crack, and your Glass Cannon into an Adamantium Chain Gun. This will make the BSF and the GC win the combat with little damage to themselves - and they will feel like "they" won. That's the point - you're God after all, let the mortals have their victory.

Which is better? It depends. They all rock - but Debuffing tends to be better against a single BBEG, while Battlefield Control tends to work better against multiple foes with my experience. Buffing is more of a tertiary role for GOD.

Which should you concentrate on? Depends on your stats - which is what we'll get into next.

What STATS does GOD have anyways?

Unfortunately - no matter how close to God you become - your DM is closer. The point-buy, Random Roll and Elite Array are the most common methods of attribute determination:

Any way you slice it - here's the simple rules I follow when making my God. Highest stat goes to INT - no exception. My CON is always at least 14. Whatever else I can afford goes into DEX. This is before Racial modifiers.

Random Roll: Put your highest roll into INT. Dex and Con should have your second and third highest roll, and the other stats get the dump. If your 3rd highest stat is at least 14, put your second highest stat into DEX, otherwise, your second highest stat should go to CON.

Elite Array: This one sucks. Best you can do is put the 15 into INT, the 14 into CON and the 13 into DEX. Might as well put the 12 into CHA, the 10 into WIS and the 8 into STR. Stupid elite array...

Point Buy (15): Ouch - Put 8 points into INT (15), 6 points into CON (14), and one point into DEX (9) and dump the rest.

Point Buy (22): Put 16 points into INT (18), 6 points into CON (14) and you're done. This one fits wizard to a "T"

Point Buy (28): Put 16 points into INT (18), 6 points into Con (14), and 6 points into DEX (14).

Point Buy (32): Put 16 points into INT (18), 6 points into Con (14), and 10 points into DEX (16).

You will notice that DEX is the most fluid stat. This will determine how much your character will rely on Ranged Touch spells. If you end up dumping DEX you will want to avoid these spells (don't worry - there are lots of solid spells that don't require to hit rolls) - if you mananaged to maintain at least 14 points of DEX, they can be quite good and should find a spot on your spell memorization slots.

The "To Hit" rolls are common for Debuffing spells - so if your DEX sucks, you are more of a Battlefield Controller/Buffer - that's OK, these are still solid options. Directly Debuffing is nice for a power trip though.

Easy enough?

What Race is GOD?

Your Best Choices are:

Human: Not your best choice, but always a decent choice, and human is ALWAYS listed first. The human benefits from a bonus feat (which is huge) and bonus skill points. There are no attribute or size modifiers - which makes the Human work best with low point buys (15 or 22) or Random Rolls that force you to dump DEX. The Human will work on other ways to maximize defence than AC and work on other ways to play GOD than "to hit" roll spells.

Strongheart Halfling:Whisper Gnome: Gets 2 stat penalties to two dump stats, gets 2 stat bonuses to two good stats. Gets Small Size (for To Hit and AC), 30 foot movement, and some other goodies too. You will feel a lot cheesy taking this race - but it is undoubtedly the best race for builds that concentrate on DEX. Also excellent for Ray casters.

Elf (Grey, Fire, and Sun - the INT elves): They all get +2 to INT without level adjustments, but they all get minuses to CON which is bad. You also give up the bonus feat - and are working with Medium size. The +2 INT is the best Stat increase you can get - but there are some heavy drawbacks to consider. This Race is for the builds that will be using Targeted spells that provide saving throws.

Halflings, Gnomes and Dwarves: These all get stat bonuses to a good stat, and stat minuses to a dump stat - but they also all have 20' movement without providing as many advantages as the above races. These aren't terrible choices - but they aren't your best choice either.

Other Races: Keep in mind that anything with an INT penalty or a Level Adjustment is bad (especially the latter). Nothing is as good as the Races above, but if you avoid INT penalties and Level Adjustments you can still be half decent.

What Alternate Class Features would GOD take?

Domain Wizard (UA Variant): If your DM is stupid enough to allow this - always take it. The best is either the Conjuration or Transmutation domains (big surprise) that contain almost without exception solid spells. Domain wizard basically will give you the benefit of specialization (1 extra casting per level of spell) without the drawback (no lost schools), oh yeah - you also cast your Domain spells at +1 level and you get to add them to your spell book for free. You are not limited in the number of times you can memorize your domain spells. So basically it is in every way superior to a generalist, and in most ways superior to a specialist. Your DM won't allow this unless he's a moron. If you don't take it when it's allowed - then you're the moron.

Specialist: Get one extra casting per level of spell and give up one or two schools that are full of lousy spells you didn't want to memorize anyways. This is an easy choice. Specialize in Conjuration or Transmutation to be the most effective GOD.

Focused Specialist: I like this option - you get to play GOD for longer than other wizards - and playing GOD is what it is all about. It does however further limit your range (so you can't fill as many of the non-combat roles - yawn.) Find a school to which you want to memorize lots of spells. I'll make it easy - they rhyme with Ronjuration or Ransmutation. When you are focusing your memorizations - you will want to think about this when picking feats - which I will touch on later.

Here's my thread on Focused Specialists and why I like them so much.

Immediate Magic: Mostly, they suck. However, familiars can also be a mixed blessing. Here's how GOD chooses. If GOD is a Conjurer - he takes this (Conjuration Immediate Magic is great - like conjuration wasn't good enough already). If GOD is a Transmuter - he skips this.

UA Variants:
Fighter Feats: To me, giving up Scribe Scroll for Improved Initiative is a good deal.
Conjurer variants: Enhanced Summoning is Scribe Scroll for Augment Summoning. For a conjurer - who will do at least a little summoning - this is a good choice. Rapid Summoning - this would be good except you already took Abrupt Jaunt. Rapid Summoning is more for the dedicated summoner anyways - that's not you.
Transmuter variants: Spell Versatility - this is good - especially for focused specialists. Transmutable Memory - This is phenomenal cosmic power right here. However, the price is very high. Consider carefully.

Spontaneous Divination: I always want to take this - but there's always something else I want to do with my level 5 bonus feat - and by level 10 I'm PrC'ing. It looks darned good though.

Granted Domain Power: This is one of those things I often end up doing with my level 5 feat. Why settle for a bonus feat when you can do so many other things. Some domains grant class skills (which can be good for PrC requirements), some domains grant bonuses to certain spells or spell types (Inquisition, Evil, Good etc), and hey - some grant bonus feats - but not restricted to just metamagic.

Other Stuff: Nothing else grabs me as overly important for GOD.

GOD created stinky FEAT:
 :lol("Stop Treantmonk!!! - our ribs are breaking from the laughter")

Your Options:

Flaws:The Metamagic focused Route: Take Arcane Thesis on at least one spell you plan to cast a lot and take a bunch of metamagic feats to apply to it. (For example - Arcane Thesis (Enervation), Split Ray, Twin Spell, Empower Spell, Maximize spell pretty much effectively debuffs anything). This route is practically made for Incantatrix's and Ultimate Magi. Does pigeonhole you a lot though - and is feat intensive.

The School focused Route: I like this option better, and therefore it is the option you should take. Take feats that apply to your specialized school, and maybe one or two metamagic feats to go with Metamagic School Focus. This option works especially well with Focused Specialists.

The "I want my familiar to be GOD too" route: It's amazing how many feats you can take that make your familiar better. Take them all and your familiar will be better than you. The question is whether it's because your familiar is so great, or because you aren't. Dictum Mortuum loves familiars - check out his Familiar Handbook thread for more information (no kidding - I told you he has a handbook for everything)

The "I think Metamagic is better than it actually is" Route:
This is an all too common route where the character ends up with a ton of metamagic it can't afford to apply to its spells. Mostly this is just a waste of a ton of feats. The thing to realize is that although Metamagic can be good - it also adds levels to your spell - and even mid level wizards will be casting primarily low level spells. Metamagic is good if you have a trick to make it cheaper - otherwise it's strictly an "OK" option.

The "I wish I could be a lower level than the rest of the party" route: This is also an all too common route based on craft skills. Hint: crafting charged items (Wands, Staves, Scrolls and Potions) is the best way to lose XP without a lasting benefit.

Here's my suggestions for the Routes I would actually consider taking:

The Metamagic Focused Route: (Or - the slightly inferior but not terrible route)


Arcane Thesis: The basis for this strategy. Apply it to spells that benefit greatly from metamagic and that you plan to cast ALOT. Ray spells are a good choice. If going this route - you should take this multiple times - on different level spells. You probably can't afford to take it more than 2-3 times though - or you won't have enough feats left for the metamagic.

Split Ray: Basically a twin spell for half the cost but applicable only to Rays. Rays tend to be the best Debuff spells - so this is a good way to go.

Empower Spell: Proven over and over to be a mechanically better choice than Maximize most of the time. +2 levels for +50% to random results.

Maximize Spell: Although considered inferior to Empower - when you're piling on the metamagic - it is a good secondary choice after empower.

Twin Spell: When all the above are added to a Ray, and then you twin - well - that's a lot of Debuff.

Heighten Spell: An unfortunate necessity since Globes of Invulnerability can be of great distress for this build

The School Focused Route: (Or - I don't just want to be GOD - I want to be an AWSOME GOD route)

The Focused Specialist Conjurer:

Cloudy Conjuration: The first feat you should take. With the "Adjacent to caster" option you can place it between you and your enemy for full concealment until your next turn. It can also be used as minor battlefield control, and a small debuff. Is activated for free every time you cast a conjuration spell (even a cantrip)

Spell Focus/Greater Spell Focus: Lots of Conjuration spells do not offer saves, but many of the best spells of the school do. +2 DC is nothing to sneeze at - it makes a tangible difference to the chance of the enemy to succeed on that saving throw. The cost of 2 feats for that +2 may be high though. +1 with Spell Focus is almost a no-brainer though. It will help you qualify for Archmage, Master Specialist as well.

Sculpt Spell: Turn your 10' square Grease spell into 4 10' squares, or a 20' spread - or a 40' Cone - for +1 level metamagic.

Metamagic School Focus: Use Sculpt Spell for free on 3 spells per day. Grease, Cloud of Bewilderment, and any of the Fog spells are good choices.

Acidic Splatter: Not a bad choice for a conjurer since they have so many acid spells. Not hugely effective - but something to use when you run out of spells. Of more use at low levels - consider retraining later on.

Summon Elemental: Not a bad utility feat. This thing is way to wimpy to be of significant use to you in combat - but can be used to spring traps, do some minor scouting (like find out what's on the other side of the wall), set fire to things if you are a pyromaniac, put out fires if someone else is a pyromaniac. Not a bad feat selection at all.

Improved Initiative: Lay down your Battlefield Control before the enemy goes, prevent being flat-footed when the enemy goes. This is just a good option - no matter what the naysayers say.

The Focused Specialist Transmuter:

Spell Focus/Greater Spell Focus: Good for the same reasons it's good for Conjurer's. Maybe even more so.

Toughening Transmutation: This is very good at low levels - at higher levels you need another form of DR to "stack" this with. Preferably a X/- DR. Otherwise the x/magic will render it pretty useless.

Extend Spell: Lots of transmutation spells have long durations, and it's especially sweet to make long lasting spells last especially long with this Metamagic Feat. Note that Extend Spell makes the Rope Trick - trick useful a great deal earlier.

Metamagic School Focus: Pick three transmutation spells on your list and extend them for free. How about 3 hr/level spells? (Rope Trick, Greater Magic Weapon and Overland Flight come to mind immediately)

Improved Initiative: Good for the same reason it's good for the Conjurer. Maybe slightly less so.

Ability Enhancer: This is from Dragon magazine - so basically is added as a footnote - but adds +2 to any ability enhancements offered by Transmutation spells. Um - how about Animalistic Power?

Other Feats that GOD will enjoy:

Minor Shapeshift: Basically you add your HD in temporary HP every round as a swift action. Later on you will be using Swift Actions for other things quite often - but this is still pretty sweet. You can choose some other options - but nothing as good as the HP.

Alacritous Cogitation: Basically spontaneous casting on one spell slot. When you consider the spells that you can potentially have in your spell book - this puts Sorcerer spontaneous casting to shame. I never have room for this feat - but someday...

Arcane Disciple: Add some non-wizard spells to your list. This isn't quite as good as it sounds since the spells are cast off of Wisdom. However - by adding the spells to your list, you also allow yourself the ability to use spell trigger items for that spell - even if your Wisdom sucks.

Knowledge Devotion: This isn't quite as good for Wizards as it is for Archivists - but the + to hit is good for Ray spells, the + to damage... - well, the + to hit is decent anyways.

Insightful Reflexes: If you ended up Dumping Dex - then your Ref Save is worse than bad. Ref is also the save most useful for avoiding HP damage (and you are squishy). This will help quite a bit in that regard.

Spell Penetration/Greater Spell Penetration: Lots of creatures have SR - and as you go up in levels - they become the norm. You just can't have enough Assay Spell Resistance spells for all of them. Spell Penetration is pretty much a must. GSP is a nice to have.

Craft Contingency Spell:MUST be out of choices by now anyways.
« Last Edit: May 27, 2008, 04:50:35 PM by Dan2 »

Dan2

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Re: A guide to Wizards: Playing a GOD
« Reply #2 on: May 27, 2008, 04:48:14 AM »
Spells and GOD - phenomenal cosmic power:

Save Or Die - Not as good as you've been told:

[spoiler]
Yes, Save or Die is powerful - however, it is overrated. This is why:

Lots of enemies: You take down one and do little else to help your Big Stupid Fighter and Glass Cannon. You spent a high level spell doing so. Congratulations - you've been demoted from God to Glass Cannon. Ouch!

One Big Enemy: You either do nothing or everything. The Big Stupid Fighter and Glass Cannon are either in lots of trouble or are feeling useless. This is like the chess player who is addicted to using his queen - ends up losing it, and then sucks for the rest of the game. Use your lesser pieces (That's the big stupid fighter and the glass cannon - your peons) to your advantage - let them do the dirty work - your job is to make it easy for them, not to take their place. Try to take their place your spells will run out fast.

By Yourself: Now in this rare circumstance - save or dies are actually quite good. However - avoid this situation like the plague. If there is no Big Stupid Fighter, then YOU are the Big Stupid Fighter, except you aren't Big, and you're not a fighter (but you are stupid if you had any chance to avoid this ugly situation).
[/spoiler]

Treantmonk's Guide to Conjuration Spellls: God's Tools

CantripN's guide to Transmuation spells

Tsuyoshi's Guide to Divination: God's Eyes

Treantmonk's Guide to Abjuration: God's Tools

Treantmonk's Guide to Evocation: God's Tools

Treantmonk's Guide to Necromancy: God's Tools

Treantmonk's Guide to Enchantment: God's Tools

Treantmonk's Guide to Illusion: God's Tools


« Last Edit: May 27, 2008, 05:09:38 AM by Dan2 »

Dan2

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Re: A guide to Wizards: Playing a GOD
« Reply #3 on: May 27, 2008, 04:48:29 AM »
Prestige Classes for GOD - when just being GOD isn't good enough:

* Decent Choice
** Good Choice
*** Great Choice



Archmage ***:Arcane Fire: Skip this garbage. Yuck.
Arcane Reach:Mastery of Counterspelling:Mastery of Elements:Mastery of Shaping:Spell Power:Spell Like Ability:Loremaster *: You need one useless feat for entrance and can get as much as 5 secrets in 10 levels - one of which replaces said useless feat. The other secrets are OK but not great.

Complete Arcane:

Fatespinner **:Initiate of the Sevenfold Veil *:Mage of the Arcane Order ***:Wayfairer guide *: For a conjurer this is a very easy one level dip for some moderate teleportation bonuses with no drawback.

Complete Divine:

Sacred Exorcist *:Complete Mage:

Master Specialist **:Ultimate Magus *:Complete Scoundrel:

Malconvoker:Complete Champion:

Paragnostic Apostle **:Accurate Retort: +1 to hit with Ray Spells against creatures with NA. So basically +1 to hit. Not bad.
Backhanded Attack:Call of Worlds:Discern Weakness: Take only in campaigns where you fight a lot of one type of creature
Divine Understanding: Skip me.
Energy Supremacy:Manifest Ethos:Mind over body: Yawn
Mind over Matter:Mortal Coil: Yawn
Noble Presence: Yawn
Penetrating Insight: +1 spell penetration that stacks with spell penetration. Good choice.
See through the veil: Yuck
Spatial Awareness

Dan2

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Re: A guide to Wizards: Playing a GOD
« Reply #4 on: May 27, 2008, 04:48:41 AM »
Building GOD:

The Focused Specialist Conjurer Battlefield Controller: - The Versatility specialist

This build is a Focused Specialist that will have lost little versatility over a generalist while gaining all those extra spell memorizations:

Stats: See my 22 point build suggestions. Increase INT for levels 4, 8, 12, 16 and 20.

Race: Strongheart Halfling (cheesy - but not as cheesy as a whisper gnome)

Alternate Class abilities: Level 1 (Fighter feats, Immediate magic). Level 5 (Domain granted power - Magic Domain - now you can use spell trigger items from any school)

Levels:
1: Conjurer (1)(Cloudy Conjuraton, Improved Initiative, Cooperative Spell)
2: Conjurer (2)
3: Conjurer (3)(Sculpt Spell)
4: Conjurer (4)
5: Conjurer (5)
6: Mage of the Arcane Order (1)(Metamagic School: Conjuration)
7: Mage of the Arcane Order (2)(Extend Spell)
8: Mage of the Arcane Order (3)
9: Mage of the Arcane Order (4)(Spell Focus: Conjuration)
10: Mage of the Arcane Order (5)
11: Mage of the Arcane Order (6)
12: Mage of the Arcane Order (7)(Augment Summoning)
13: Master Specialist (1) (Skill Focus: Spellcraft)
14: Master Specialist (2)
15: Master Specialist (3) (Rapid Spell, Spell focus - transmutation)
16: Archmage (1) Mastery of Shaping
17: Archmage (2) Spell Like Ability: Timestop
18: Archmage (3) Arcane Reach (Spell Penetration)
19: Archmage (4) Mastery of Elements
20: Archmage (5) Spell Power

What this build has going for it:

It's save DC's for Conjuration spells will be very high. It will have lots of castings per day - and can switch out conjuration spells for spellpool spells from non-conjuration schools.

It can also use spell trigger items from any school of magic due to the "Magic Domain" granted power.

The Focused Specialist Transmuter Buffer/Debuffer: - The DC specialist

This build focuses less on maintaining versatility and jumps right into a Buffing/Debuffing specialty. This build is made so DC's will be high - but has lots of Buffing spells to fall back on when the opponent has ridiculous saves or SR. In most combats he should start with a buff (maybe a haste) and then start debuffing come round 2.

Alternate class abilities: Focused Specialist (Transmuter), Fighter feats, Domain Granted Ability (level 5)

Race: Grey Elf

Stats (32 point buy): Int 20 (16 points), Con 12 (6 points), Dex 16 (6 points), Cha 12 (4 points)

1: Transmuter 1(Spell Focus: Transmuation, Improved Initiative)
2: Transmuter 2
3: Transmuter 3 (Spell Penetration)
4: Transmuter 4
5: Trasmuter 5 (Family Domain)
6: Master Specialist 1 (Toughening Transmutation, Skill focus: Spellcraft)
7: Master Specialist 2
8: Fatespinner 1
9: Fatespinner 2 (Minor Shapeshift)
10: Fatespinner 3
11: Fatespinner 4
12:13: Master Specialist 4 (Greater Spell Focus: Transmutation)
14: Paragnostic Apostle 1
15: Paragnostic Apostle 2 (Spell Focus: Conjuration)
16: Archmage 1
17: Archmage 2
18: Archmage 3 (Greater Spell Penetration)
19: Archmage 4
20: Archmage 5

This God uses Slow and Call of Stone as high DC debuffs while using Haste or Mass Snake's swiftness to basically give their own party 10:1 attack ratio (or therabouts - maybe not quite that much )

Advantage of this build:
« Last Edit: May 27, 2008, 04:52:53 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #5 on: May 27, 2008, 04:48:55 AM »
Magic Items:

Wands:

Here's the straight goods on wands - generally - they aren't great. You are stuck with a lousy caster level, they're charged, and if you want a decent level spell they are hideously expensive.

The requirements of a good wand are as follows: Level 1 spell, Level 1 caster level, Spell gives no saving throw, doesn't grant Spell Resistance, and the spell is useful enough to use often despite the requirements. Then you are talking about a wand that is cheap (750 gp) and good. For those who like math - that's 25gp per charge.

Pretty restricted stuff - but not impossible - here's some examples of wands that are actually a good deal. You might want these as a wand instead of having them in your spellbook.

Benign Transposition: No save 1st level spell that you will have use for on multiple occassions. The wand restricts your range somewhat - but is well worth 750 gp.

Protection from X: An excellent wand - keep it for when you travel the Abyss or somewhere else where outsiders will have dominate person as a SLA at will.

Silent Image: Useful utility wand. I use mine if I run out of Wall of Stone spells. It does grant a save - the idea is to use it when the opponent is not likely to try to save.

Enlarge Person: A buff spell that should last through the combat.

True Strike: Grant yourself a +20 to hit next attack. Can be useful at low-mid levels for Ray spells you don't want to miss.

True Casting (CM): Grant yourself a +10 on your next spell penetration roll. It's a standard action - but a half-decent substitute for Assay Spell Resistance.

Get the idea?

(Note: There are a million-and-one ways to optimize wand use and to waste charges on Wands at a truly astonishing rate. The Rod of Many Wands, Metamagic Wand Grips, Dual Wand Caster are a few things that come to mind. If you really like charged items - and love depleting charged items as fast as possible - you are reading the wrong thread. In fact, Dictum Mortuum has a handbook for wand users that will give you all the methods to spend your money faster than you could ever hope to recover it - no kidding!)

Scrolls:



I hate scrolls - they are a one-shot item which (with my miserly ways) means I'll be too cheap to ever use any I have. They just sit there - declining in value to me as I level - makes me boil to think about it.

Also - a scroll for a spell you might cast only once in a blue moon is also often worth the dough.

Here's some examples of spells that make good scrolls:

Corpse Candle: You won't use it often - but sometimes you will really need it

Ethereal Jaunt: Again - a once in awhile useful spell

Get the idea?

Staves:

Staves are very powerful - they are also ridiculously expensive and charged. The more spells your staff has - the worse the deal is (since extra spells add to the value of a staff but not to the charges). Generally - I don't recommend staves unless it is a spell you cast very inconsistantly (you might cast it 4 times one day - 0 the next. The kind of spell you either need or is useless). In that case - have the staff specially made - with just that spell on it. Never get a staff with less than a 4th level spell (5th is better) - or you are paying for caster levels that you didn't need.

It's pretty restrictive - but here's a staff I would consider at high level:

Teleport: Spell I use often - but not everday. I always hate the slot this takes up on the memorization list - because when I need it - I NEED IT, but somedays I'll need it more than once, others I won't need it at all.

Potions:

Repeat after me: "Potions suck"

Rings:



Tend to be horribly overpriced. The ring of sustenance does not do what you may have heard. For a ring to be worth it - it either needs to be a minor effect (so not super-expensive) or a stupendous one.

Rings to consider:

Feather Fall: I like to use Phantom Steed as a long-duration super-fast fly spell at mid-high levels (Mid because you can get your CL boosted with other means than just levels). If you do this - this ring is a good investment - trust me.

Invisibility: Super expensive - but worth it once you can afford it.

Ring of Enduring Arcana: Not too expensive (6,000) and your spells are 20% harder to dispel.

Spellguard Rings: Tend to be of more use in groups where there are is one primary Big Stupid Fighter. In that case - very worthwhile. Cloudkill away!!!

Miscellaneous Items:

I love items that I can use over and over (I'm sure you've figured that out.) Here's some gems to consider:

(Note: I don't have MiC and I'm not getting it now with 4.0 just around the corner. Use these examples of a guide for how to pick the right magic item for your wizard when you look through the MiC)

Pearls of Power: These are EXPENSIVE - hey wait - 1st level pearls of power are cheap! Worthy to pick up a few 1st level pearls so you can keep casting and casting and casting.

Headband of Intellect: Get this ASAP - then upgrade it whenever you can afford to do so. It will grant you some extra spell castings and raise your DC on spells. (Later on - the Tome of Clear thought as well naturally)

Amulet of Health: Less important than the INT bonus - but being a little tougher doesn't hurt.

Cloak of Resistance: Good for any character - you too. +1 is cheap.

Heward's Handy Haversack: Also a must for any character - especially one with a variety of wands, scrolls and wands!

Heward's Fortifying bedroll: Super cheap - super good.

Armor and Shields:

It's expensive, but you can get armor and shield (bucklers) that have 0% arcane spell failure. You can then enhance them to give yourself a great AC. Personally - I tend to concentrate on the defensive spells - but Dictum Mortuum analyzes this option in his wizard's thread (see my link at the beginning of post)

Rods:



I love Rods as a way to get metamagic without wasting all my feats. I especially love the lesser varieties as I am cheap (as if you couldn't tell). Preplan though, when you pick a metamagic rod make sure you've already answered this question: "Which spell will I use this rod on?"

Extend, Lesser: Great for your all-day buffs (Mage armor, Greater Mage Armor, Create Magic Tattoo), Great for all-day utility (Rope Trick). One is great - two might even be worthwhile.

Enlarge, Lesser: Cheap way for double range. Definitely not worth taking the feat - but as a Rod - this could definitely be worth it based on circumstance. Keep it in your Haversack for Move Action readiness.

Silent, Lesser: Save for a rainy day (by rainy day I mean for when you have silence cast on you or you need to be vewy-vewy qwiet)

Quicken, Lesser: Painfully expensive but extremely powerful. You've spent all this investment on getting lots of spell memorizations - now find ways to burn them all off as fast as you can! This is not a rod to rush into - but pick it up at high levels instead.

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Re: A guide to Wizards: Playing a GOD
« Reply #6 on: May 27, 2008, 04:49:10 AM »
Filling your memorization slots:



Despite what you may have read elsewhere - wizards do not have every spell they need whenever they need it. The goal of building your Wizard with Focused Specialist and Maxing out Int is to have as many as possible.

The next trick is to have the right spells in your slots. You can keep open slots which you can fill later in the day if you want - that comes down to personal play style. I tend to fill all my slots right away so they can be cast on a moments notice.

I'll give some examples of memorizations for a the Versitile Caster/Focused Specialist conjurer example above. I'll use a few different levels (5th, 10th, 15th) to give perspective.

5th level: Slots: 0: 6, 1: 7, 2: 5, 3: 4

0: Caltropsx3, Detect Magic, Light, Mage Hand
1: Mage Armor, Wall of Smoke, Grease x2, Expeditious Retreat (swift), Targeting Ray, Silent Image
2: Web, Glitterdust, Cloud of Bewilderment, Rope Trick, Invisibility
3: Stinking Cloud, Glitterdust (Sculpt spell meta), Bands of Steel, Haste

Recommended Magic Items: Rod of Extend (lesser), Wand of Benign Transposition, Cloak of Resistance (+1), Headband of Intellect (Totals 8750gp) (The Rod is probably your first priority here - the Cloak of Resistance is the most expendable)

Recommended Strategy: You aren't high enough level to just blow all your spells yet. Start each battle with one of your 3rd level memorizations and then assess your situation. If it should be easy going from here on, then cast down some caltrops and make use of your cloudy conjuration feat for minor battlefield control. If things are tough - go into 2nd and 1st level spells in following rounds. Keep at least 1 Glitterdust or Cloud of Bewilderment in reserve in case there are more combats than you expected.

10th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 7, 4: 6, 5: 5

0: As level 5 example
1: Mage Armor, Wall of Smoke, Grease, Expeditious Retreat (swift), Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2, Cloud of Bewilderment (sculpt metamagic for free), Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Bands of Steel, Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater)
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance, Celerity
5: Teleport, Cloudkill, Wall of Stone (Sculpt metamagic for free), Overland Flight (extend for free), Wall of Good

Recommended magic items: Rod of extend (lesser), Headband of Intellect (+4), Pearls of power - level 1 (x 5), Rod of silent spell (lesser), Heward's handy haversack, Heward's fortifying bedroll, Amulet of health (+2), Cloak of Resistance (+2), Wand of True Casting (Total gp value: 39,750 - leaves some extra room for incedentals)

Recommended strategy: You now have a lot more spells. Use your rod of extend on your greater mage armor and your Create Magic Tattoo at the beginning of the day.

Cast blockades or swift expeditious whenever they're helpful and recover them with pearls of power. Start battles with a 4th or 5th level spell. Follow it up with 1st or 2nd level spells in following rounds. Use cloudy conjuration for defense (place in front of you). You stillcan't just waste spells or you will still run out - but you can nova at need without completely draining yourself.

You also have spellpool to swap out spells as required. Use it.

15th Level: Memorizations: 0: 6, 1: 8, 2: 8, 3: 8, 4: 8, 5: 8, 6: 6, 7: 5, 8: 4

0: As level 5 example
1: Wall of Smoke, Grease, Expeditious Retreat (swift)x2, Targeting Ray, Silent Image, Blockade x2
2: Web, Glitterdust x2, Cloud of Bewilderment (sculpt metamagic for free), Rope Trick, Invisibility, Create Magic Tattoo, Fog Cloud
3: Haste x2, Corpse Candle, Stinking Cloud, Dimension step, Mage Armor (greater), Phantom Steed x2
4: Dimension Door, Solid Fog, Bloodstar, Wall of Sand, Assay Spell Resistance x2, Celerity x2
5: Teleport, Cloudkill, Wall of Stone, Wall of Good, Friend to Foe, Evacuation Rune, Shadow Evocation, Transmute Rock to Mud
6: Freezing Fog x2 (One enhanced with sculpt spell), Tunnel Swallow, True Seeing, Antimagic Field, Dispel Magic (Greater)
7: Stun Ray (Extend for free), Choking Cobwebs (CS) (Sculpt Spell for free), Summon Monster VII, Brilliant Aura, Reverse Gravity
8: Maze, Plane Shift (Greater), Deadly Lahar (CS - huge cone slow effect), Chain Dispel

Recommended magic items: Ring of Feather Fall, Ring of Enduring Arcana, Headband of Intellect (+6), Amulet of health (+4), Metamagic Rod of Quicken (lesser), Metamagic Rod of Extend (lesser), Metamagic rod of Silent Spell (lesser), Heward's handy haversack, Heward's fortifying bedroll, and treat yourself to a nice metamagic rod as well. Should have lots left over for whatever else you like.

Recommended strategy: You are now flying at 240' on your phantom steed all day. The second is in case the first goes down. There are more spells on the list that simply enhance other spells (Celerity, Assay spell resistance) - since you can now afford more castings of these type of spells. There are lots of Battlefield controls, Buffs and Debuffs on the list. Use mid level spells for most battles - plus you can afford a high level spell for every battle with some left for reserve.

Freezing Fog + Sculpt spell just makes me smile.

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Re: A guide to Wizards: Playing a GOD
« Reply #7 on: May 27, 2008, 04:49:23 AM »
Treantmonk's Guide to Wizard Spells: God's Tools - Part 1: Evocation

In this thread I will break down spells school by school - which are underrated, which are overrated (All IMO - this isn't Gospel - only the Gospel according to Treantmonk)

More threads will come - detailing spells from the various schools of magic. However, there is no timeline (nor will I likely continue once 4E hits the shelves)

To the readers: If there's a spell you think I should look at - post it and I'll include it in my guide - though be pre-warned - I do not guarantee I will hold the same opinion as you.

Sources: I use PHB, PHB II, Complete Series, and SpC (these are both the books I own, as well as those allowed in the campaigns in which I play) - so all the spells listed are from those sources. (these guides are not completely unselfish - I reference them periodically with my own characters)

There are lots of gems in various other sources - but I've found there are lots of good spells to round out your spellbook in the sources used. By all means, if you would like to highlight a spell from another source - post it in a reply (along with the source and the specs) for the readers to reference.

Kinds of Spells: This is how I break down the types of spells...

BC: Battlefield Control. This is the spells that involve impeding movement of your opponents - aiding movement of your allies, or in any other way treating the world as your own personal chessboard.

Debuff: Debuffing is anything you cast on an enemy to impede his ability mechanically. Lowering of attributes, Blinding, Sickening, or scaring the living crap out of. Debuffing - as the name would indicate - also includes removing any buffs your enemy might have.

Buff: Buffing is improving the abilities of your allies mechanically. Whether it be through giving them extra attacks, better AC, or merely providing them a flanker. The nice thing about buffs is they likely won't involve saving throws.

Blast: A Blast is a spell that does HP damage to your opponent. Blasts are a pretty basic part of any Wizard's toolbelt - but IMO make a poor central focus to any Wizard. My suggestion is to cast Blast spells when you have nothing really useful to do.

Utility: These are those spells that have uses that aren't necessarily related to combat. Often utility spells can be useful in combat - but more circumstantially.

Save or Die: These spells give you a saving throw - or you're dead (or effectively dead). Personally, I don't like these spells - since they tend to target Fort - and are higher level then spells which can give you the win without avoiding the fun. You are usually better with a debuff if you like this style of spell.

Multiple Threat: A spell that covers more than one of the above at a time is a multiple threat spell. For example - a spell that does damage as well as impede the enemies movement would be a double threat (BC + Blast), while a spell that does damage, impedes the movement of the enemy, gives them mechanical penalties, and gives your allies bonuses would be a Quadruple threat (BC + Blast + Debuff + Buff). By the way - if you know of a Quadruple threat spell - let me know!!!

Rating the spells:

After breaking down the spells, I will self-righteously give them either the Treantmonk stamp of approval - or the stamp of the foot, oversimplifying the use of each.


 :banghead  : This spell's a Turkey. Not worth having in your spellbook at all.

 :(  : Not all bad, but not good enough for me to recommend

:marx  : Run of the mill. It's OK, but nothing special

:thumb : The spell is solid. I recommend it

:plotting : This spell is highly recommended

:evillaugh : YES!!!!!

Part 1: Evocation

Level 1:

Dawnburst (CM)(Warmage suggested!):Persistant Blade (SC):Bloodwind (SpC): (Buff :thumb) Turn an ally's natural attacks into ranged weapons as a swift action - this is a 1 round buff - however - this could still be a decent spell to cast at high levels (and through a rod of lesser extend). Swift action buffs are useful. At low levels - I can't see it being worth a cast though.

Magic Missile (PHB): (BC  :( ) Creates a chance to trip one opponent if they fail their Reflex Save. Grease trumps this spell in every way except for range.
« Last Edit: April 02, 2010, 11:34:14 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #8 on: May 27, 2008, 04:49:34 AM »
Level 2:

Seeking Ray (PHB II):Frost Breath (SpC): (Double Threat: Blast + Debuff :plotting) Opponents caught in the 30 foot cone that take damage and fail their Ref save are Dazed for a round (Daze is one of the good ones). The damage is lousy (1d4 for every 2 caster levels) - but it just needs to be enough to do 1 hp of damage for the daze effect. Remember you have to get close to work cones - but this spell would work well with Sculpt spell.

Gust of Wind (PHB):Ray of Ice (SC):Slapping Hand (SC):Scorching Ray (PHB):Shatter (PHB):Battering Ram (SC):Force Ladder (SC):Electric Loop (SC): (Double threat: Blast + Debuff  :marx ) The damage is less than impressive, but all creatures hit must make a Ref save for half, those that fail make a will save or be stunned for 1 round. Unfortunately, the secondary ability targets a stronger save.

Luminous Swarm (CM): (Double Threat: Blast + Debuff  :marx ) This spell obscures an enemies vision giving a 20% miss chance for the duration - and some damage that is poor enough it is barely worth mentioning. I can't help but think that there are spells that blind at this level - but the 20% miss chance does not provide a saving throw - so the spell gets a "not bad" rating.

Fireburst (SpC): (Blast  :( ) Does 1d8 damage (max 5d8) in a burst centered on you. I tend not to be big on spells that eminate from you (you should avoid being surrounded by enemies - and should you find yourself in that position - your energies should be at getting out of that position - not blasting unless you believe you can take down all those creatures around you.)
« Last Edit: April 02, 2010, 11:36:00 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #9 on: May 27, 2008, 04:49:47 AM »
Level 3:

Great Thunderclap (SpC): (Double threat BC + Debuff :evillaugh) This is the kind of spell that made blast spells less than impressive. Make a Will, Fort and Ref save - the Fort isn't such a big deal (deaf for a minute), but both the will (Stun for a round), and the Ref (Fall prone) have a nice effect. Again - a prime candidate for sculpting.

Manyjaws (SpC): (Blast :plotting) A pretty cool blast spell. 1d6 damage per/level of force damage (ref save for half) basically split however you want between your enemies and repeating for 3 rounds (concentration). This spell begs for extending, and also begs for sonorous hum. This spell is just better than Fireball if you don't have a large quantity of foes huddled close together.

Blacklight (SC):Ray of the Python (PHB II):Flashburst (SpC): (Debuff :thumb) Blinds creatures in the effect for 2d8 rounds (which is not as good as Glitterdust - a 2nd level spell) but Flasburst has a larger area, effects those not within the effect, has long range, and can dazzle those who make their save. I would think this might be dangerous for your allies since it will be pretty impossible to have them not require the save as well which is a serious drawback. Basically a spell to cast in a pre-prepared tactical environment.

Wind Wall (PHB):Ghost Lantern (CM)(Warmage suggested):Capricious Zephyr (SC):Prismatic Mist (PHB II):
Glowing Orb (SC):
Sonorous Hum (SC):Sound Lance (SpC): (Blast  :marx ) Does sonic damage to a single target. Fort save for half. Manyjaws is a far more versitile blast (and has duration) as a 3rd level spell IMO - so I would recommend memorizing that instead if you want a blast spell memorized. This was advertised to me as "The evoker's counterspell" - but I don't really see why it is any better than any other sonic or force blast in this function.

Fireball (PHB):Shatterfloor (SC):Level 4:

Ice Storm (PHB):Crushing grip (PHB II):Defenestrating Sphere (SC):Floating Disk, Greater (SC):Wall of Ice (PHB):Sword of deception (SpC): (Double threat: Blast + Debuff  :marx ) When I read these spells I try to convert the mechanics in my head to how it would work in gameplay. Currently I'm playing a 9th level wizard in one of my campaigns, and an 11th in another. In neither case can I think of a combat where this sword would hit even reasonably often since it uses your CL as it's BAB with no bonuses (You can get some CL bonuses - but nothing that is going to come near a decent stat bonus). Most spells like this either give a stock Str bonus or let you use your casting stat as a bonus. Otherwise, this spell would've been pretty good.

Wall of Fire (PHB): (Blast  :marx ) I just can't get too excited by this spell. It does pretty lousy damage to things near it (fire damage), and slightly less lousy damage to things that pass through it. If Undead pass through it the damage is all the way up to average. The "no-save" portion of the spell is attractive, as is the fact that it will stay in place for Concentration +1 round/level - but in the end the damage just isn't all that great - and fire damage is the worst (most common resistance in the game) Clever uses might have merit (use a Capricious Zephyr to bull rush opponents back and forth through the wall maybe).

Shout (PHB):Forcewave (SC):Wingbind (SC):Channelled Pyroburst (PHB II):
« Last Edit: April 02, 2010, 11:36:29 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #10 on: May 27, 2008, 04:50:00 AM »
Level 5:

Wall of Force (PHB):Channelled Sonic Blast (CM):Sending (PHB):Fire Shield, Mass (SC)(Warmage suggestion):Sonic Shield (PHB II):Cone of Cold (PHB):Cyclonic Blast (SC):Greater Fireburst (SpC): (Blast :  :( ): Has the drawbacks of the lower level Fireburst (2nd level) - it's a blast centered on you (not good), does fire damage (we are getting to levels in which fire damage becomes bad), and does damage but doesn't get you out of the situation of being surrounded by enemies and not allies. The damage is pretty good - but straight damage as a single instantaneous effect doesn't impress.

Level 6:

Howling Chain (SC): (Triple Threat: Blast + BC + Debuff :evillaugh - TREANTMONK'S FAVORITE EVOCATION SPELLContingency (PHB):Thunder Field (PHB II):Storm of fire and ice (CM):Ray of Light (SC):Lingering flames (CM): (Blast  :banghead ) This spell lost me at "This spell functions like fireball except the area remains filled with fire for the duration of the spell". Yawn. This is a level 6 spell - and we end up with a circular wall of fire with lousy duration. A combination with Solid Fog was mentioned - but the Solid Fog (which is an awsome spell of mere 4th level) is doing the real work of that combination.
« Last Edit: April 02, 2010, 11:37:01 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #11 on: May 27, 2008, 04:50:13 AM »
Level 7:

Submerge Ship (SC):Delayed Blast Fireball (PHB):Forcecage (PHB):Prismatic Eye (SC):Level 8:

Greater Shout (PHB):Level 9:

Instant Refuge (SC):Detonate (PHB II):Reality Maelstrom (SpC): (BC  :( ) Those in the primary area save or get sent to another plane. Since by this level greater planeshift is not going to be uncommon - I would call that a little short of save or die. Those in the secondary area get 2 saves to avoid the effect. Has an impressive visual (the picture in SpC is cool) - but the mechanics shouldn't be providing the save in the primary area. This is a 9th level spell afterall. My standards are high at this point - as these spells are in the same category as Shapechange, Timestop, Wish and Gate.

Final conclusionsPraise for evocation:Weaknesses of the school:Evocation Specialists:Focused Specialists:
« Last Edit: April 02, 2010, 11:37:28 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #12 on: May 27, 2008, 04:50:26 AM »
Treantmonk's Guide to Abjuration: God's Tools



Basics of Abjuration: Abjuration is a very specialized school. For God, you are mostly looking at Buff/Debuff though there is a bit of Battlefield Control in there as well.

The point of looking at each school individually is to find some gems in each school. Overall - I ended up a little dissapointed with Abjuration, which, although is not completely absent of rocking spells, is definitely light on them.

Completing the Evocation Guide turned into a pleasant surprise as I found spell after spell that were excellent - and that ended up being a strong motivator to complete the guide.

This time I found abjuration ended up pretty much where I expected. A few spells you don't want to be without - and a lot of repetition. This is part of the reason it took so long to complete this guide. It ended up more of a chore and less of a pleasure.

To the readers: If there's a spell you think I should look at - post it and I'll include it in my guide - though be pre-warned - I do not guarantee I will hold the same opinion as you.

Sources: I use PHB, PHB II, Complete Series, and SpC (these are both the books I own, as well as those allowed in the campaigns in which I play) - so all the spells listed are from those sources. (these guides are not completely unselfish - I reference them periodically with my own characters)

There are lots of gems in various other sources - but I've found there are lots of good spells to round out your spellbook in the sources used. By all means, if you would like to highlight a spell from another source - post it in a reply (along with the source and the specs) for the readers to reference.

Kinds of Spells: This is how I break down the types of spells...

BC: Battlefield Control. This is the spells that involve impeding movement of your opponents - aiding movement of your allies, or in any other way treating the world as your own personal chessboard.

Debuff: Debuffing is anything you cast on an enemy to impede his ability mechanically. Lowering of attributes, Blinding, Sickening, or scaring the living crap out of. Debuffing - as the name would indicate - also includes removing any buffs your enemy might have.

Buff: Buffing is improving the abilities of your allies mechanically. Whether it be through giving them extra attacks, better AC, or merely providing them a flanker. The nice thing about buffs is they likely won't involve saving throws.

Blast: A Blast is a spell that does HP damage to your opponent. Blasts are a pretty basic part of any Wizard's toolbelt - but IMO make a poor central focus to any Wizard. My suggestion is to cast Blast spells when you have nothing really useful to do.

Utility: These are those spells that have uses that aren't necessarily related to combat. Often utility spells can be useful in combat - but more circumstantially.

Save or Lose/Die: These spells give you a saving throw - or you're dead (or effectively dead). Personally, I don't like these spells - since they tend to target Fort - and are higher level then spells which can give you the win without avoiding the fun. You are usually better with a debuff if you like this style of spell.

Multiple Threat: A spell that covers more than one of the above at a time is a multiple threat spell. For example - a spell that does damage as well as impede the enemies movement would be a double threat (BC + Blast), while a spell that does damage, impedes the movement of the enemy, gives them mechanical penalties, and gives your allies bonuses would be a Quadruple threat (BC + Blast + Debuff + Buff). By the way - if you know of a Quadruple threat spell - let me know!!!

Rating the spells:

After breaking down the spells, I will self-righteously give them either the Treantmonk stamp of approval - or the stamp of the foot, oversimplifying the use of each.

 :banghead : This spell's a Turkey. Not worth having in your spellbook at all.

 :( : Not all bad, but not good enough for me to recommend

:marx  : Run of the mill. It's OK, but nothing special

:thumb: The spell is solid. I recommend it

:plotting: This spell is highly recommended

:evillaugh: YES!!!!!
« Last Edit: April 02, 2010, 11:38:01 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #13 on: May 27, 2008, 04:50:37 AM »
1st level spells

Protection From X (PHB):Karmic Aura (CM): (Debuff)::plotting Swift action spell that makes opponents that attack you make a will save or be fatigued for 3 rounds. It only lasts 1 round/level. One selling feature is it affects creatures to attack you with ranged attacks or spells as well. At higher levels this becomes a strong use of a swift action.

Shield (PHB): (Self Buff)::thumb Grants you a +4 shield bonus to AC. Mage armor is better in most respects except that this spell is far more stackable with other AC granting effects. (And of course Mage Armor and this spell stack with each other)

Alarm (PHB):Hold Portal (PHB):Nightshield (SpC): (Self Buff): :(  Minor resistance bonus to saves and immunity to magic missile for short duration. Overall this is worse than Protection from X by quite a bit.
« Last Edit: April 02, 2010, 11:38:27 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #14 on: May 27, 2008, 04:50:48 AM »
2nd level spells

Arcane Turmoil (CM):Resist Energy (PHB):Protection From Arrows (PHB):Earth Lock (SpC):Arcane Lock (PHB): (Utility)::marx  Locks any door or latch. It also makes the latch harder to break (+10 to DC to do so) however, dispel magic or knock also opens the door. Purely utility.

Obscure Object (PHB): (Utility)::marx  Protects an object from being discovered through divination effects. This spell has an 8 hour duration which limits its very situational effect.

Dissonant Chant (SpC): (Debuff): :(  Causes creatures in the effect radius to have difficulty on concentration rolls and require concentration rolls to cast spells. The problem is that the difficulty of the concentration check should be relatively easy for most spellcasters. Possibly worthwhile if you can target multiple casters in the effect.

Scintillating Scales (SpC):Distracting Ray (SpC):
« Last Edit: April 02, 2010, 11:38:52 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #15 on: May 27, 2008, 04:50:59 AM »
3rd level spells

Dispel Magic (PHB):Anticipate Teleportation (SpC):Magic Circle against X (PHB):Karmic Backlash (CM): (Debuff): :plotting As Karmic Aura except now you are exhausting the attacker. Again - it is the swift action casting time that makes this spell attractive.

Disobedience (CS): (Buff): :plotting For 1 hr/level the subject is immune to mental control including charm/compulsion effects. The real candy here IMO is that the caster attempting the mind control has to make a will save or believe their mind control attempt was successful, and the subject of the spell is aware of any commands given. With a little bluff, this could really mess up the enemy.

Tenacious Dispelling (CM): (Debuff)::marx  Very similar to dispel magic, but the first time you cast it must be targeted. The second time you cast (if before the end of your next turn) it can be targeted or area, with a +2 on the check. There are other ways to get dispel bonuses, and the loss of versatility here (as well as pigeonholing future actions) makes this spell lesser to dispel magic.

Explosive Runes (PHB):Earthen Grace (SpC):Repelling Shield (CM):
« Last Edit: April 02, 2010, 11:39:15 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #16 on: May 27, 2008, 04:51:09 AM »
4th level spells

Dimensional Anchor (PHB): (Debuff): :plotting A ranged touch attack that makes teleportation and etherealness, either by spell or spell-like ability, not work. SR works, but otherwise there is no saving throw. It is situational, but against an opponent you know is capable of such actions (like a demon or devil for example), this can be an excellent debuff.

Wall of X (SpC):Dispelling Screen (SpC):Resist Energy, Mass (SpC):Globe of Inv., Lesser (PHB):Resistance, Greater (SpC):Stoneskin (PHB):Fire Trap (PHB):
« Last Edit: April 02, 2010, 11:39:35 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #17 on: May 27, 2008, 04:51:18 AM »
5th level spells

Refusal (SpC):Spell Theft (CS): (Double threat: Debuff/Self Buff): :plotting Use a targeted dispel on an enemy and remove the spells from them and grant them to yourself. There is a spellcraft roll necessary for each spell. Also note that the maximum CL is +15, making it a halfway point between dispel/greater dispel.

Wall of Dispel Magic (SpC):Break Enchantment (PHB):Dismissal (PHB):Contingent Energy Resistance (SpC):Indomitability (SpC):Reciprocal Gyre (SpC):
« Last Edit: April 02, 2010, 11:39:46 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #18 on: May 27, 2008, 04:51:28 AM »
6th level spells

Resistance, Superior (SpC): (Buff): :plotting The apex of the Resistance spells. Like Greater Resistance, this spell is a 24 hour buff, unlike Greater Resistance, the resistance bonus is impressive (+6). This spell would be a prime candidate for Chain Spell if you can power metamagic

Antimagic Field (PHB):Dispel Magic, Greater (PHB):Anticipate Teleportation, Greater (SpC):Karmic Retribution (CM): (Debuff) :thumb  Like Karmic Aura except that creatures that attack you must make a will save or be stunned for a round. As with the other Karmic spells the Swift action casting is the selling feature. The question is whether Karmic Retribution is so much better than Karmic Backlash to deserve a 6th level spell slot. I'm not sure it does - however - it is still solid for the level.

Guards and Wards (PHB):Ruby Ray of Reversal (SpC): (Utility)::marx  Definitely an interesting spell. It has 5 different situational uses. It can spring traps at range, open things, create holes in walls of force, reverse polymorphs, and dispel magic jars. All the uses of this spell are situationally useful, but none come up enough for me to recommend this spell be memorized. It might be worthy of a scroll in your repoitoire though.

Repulsion (PHB): (BC): :(  Sigh. Standard action casting, 1 round/level duration. Sound familiar? Otherwise, this would be an awesome protection spell for a God.

Globe of Inv. (PHB):Prismatic Aura (CM):
« Last Edit: April 02, 2010, 11:40:03 PM by Dan2 »

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Re: A guide to Wizards: Playing a GOD
« Reply #19 on: May 27, 2008, 04:51:38 AM »
7th level spells

Energy Absorption (CM):Banishment (PHB):Ironguard (SpC):Energy Immunity (SpC): (Buff): :thumb  100% immunity to one kind of energy for 24 hours. The long duration makes this a good choice, but at least consider Energy Absorption which is the same level, and probably a better spell overall with similar effect. This is your choice if you expect repeat high power attacks with a single energy type.

Greater Dispelling Screen (SpC):Antimagic Ray (SpC):Sequester (PHB): (Utility):marx  Turns creatures and objects invisible and undetectable (except by items that provide true seeing effects), the duration is 1 day/level. However, creatures effected are in suspended animation until the spell wears off. This makes the spell highly situational.

Ghost Trap (SpC):Spell Turning (PHB):
« Last Edit: April 02, 2010, 11:40:22 PM by Dan2 »