First Wizard-advice

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Tami
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First Wizard-advice

Post by Tami » Mon Jul 28, 2014 1:56 pm

Starting my first wizard character and I was directed from the ask channel to here. Got any advice? Maybe the perks of being a General Mage over a Specialist Wizard? Helpful hints maybe?
~Duraiz of Tyr
~Malupo of Loviatar
~Drazad of Oghma
~Hilmeran of Tymora
~Naren of Tymora
Dranso
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Re: First Wizard-advice

Post by Dranso » Mon Jul 28, 2014 5:41 pm

I've played a transmuter for a while. In my opinion Transmuters were at one time the best wizard school to be in and quite possibly the most powerful characters in game. Something about polymorphing into marliths probably had something to do with it ;). Since the changes, transmuters have become a niche and are definitely harder to play because they lack defensive spells that are widely used by other schools. Plus there is no evil transmuter's school so you are confined to either good or neutral. You can also not cast abjuration or necro spells which doesn't sound bad, but there are couple powerful spells that would be nice to have from those schools. On the positive side, transmuters are an awesome addition to an adventuring group because the mass stat enhancing spells are in their sphere as well as a couple of great AoE spells and of course timestop. Soloing however, can be difficult, but this can be true for most wizards with low hours.

Out of any the schools available in game I would suggest mage. Especially for a first time wizard. Mages get all the right spells to make being a wizard as easy as possible. If you're looking for a more challenging school, I've heard that evocation and necromancy are pretty good as well.
Tami
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Re: First Wizard-advice

Post by Tami » Mon Jul 28, 2014 8:05 pm

What type of Meta-magics feats would you advice being best? I was looking at some to increase the duratraion of my Protection spells, Shield,Armor, Stone SKin... etc
~Duraiz of Tyr
~Malupo of Loviatar
~Drazad of Oghma
~Hilmeran of Tymora
~Naren of Tymora
Dranso
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Re: First Wizard-advice

Post by Dranso » Mon Jul 28, 2014 11:23 pm

Some of that depends on your skill lvl with them. If you are apprentice at bulls strength it won't last as long as if you are adept at it. But the only duration enhancing one I would say is a must is extend spell. It's up to the type of wizard you want them to be. Just remember that a lot of those feats require spells slots higher than the spells lvl. For instance persistent spell requires a spell slot 6 higher than the actual spell lvl so you won't be able to use it as much as extend spell. For me persistent spell isn't that important especially since spells like dragonskin, heroism and armor last for quite a while without being enhanced anyway. And with extend spell most of the stat increasing spells will last you through most, and I emphasize most not all, dangerous areas anyway. That being said, I do use persistent spell on only a select few spells and prayers. It can be useful just like all the magic feats.

A lot of it depends on what spells you'll enjoy casting the most too. If you like ranged spells, you may want to invest in the enlarge spell feat. Twin spell I've only seen used rarely because it cannot be used with the higher level spells and it also requires you to know the enlarge spells feat. But if you want to shoot off two earth reavers at a time then go for it. If you think it would be a good idea for your wizard to be able to cast without gestures and chanting then still spell and silent spell are for you.

My advice would be to research these feats extensively before purchasing them and only purchase them if you know you will actually use them. Go out and ask some old Mystrans which they use the most and which they don't. No matter what though, you are going to have to compromise in some area or another. Just how the game works.
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Elenthis
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Re: First Wizard-advice

Post by Elenthis » Tue Jul 29, 2014 12:09 am

There's some really good advice, here, but I would actually recommend, just playing the character to flesh out what he/she is going to become. Bear in mind that a LOT of what is being said here is perfectly acceptable information for an IC discussion. My own character takes immense pleasure from assisting young wizards with exactly these kinds of questions. That having been said, this does little for the "early character" feats, either of which I find highly useful. Either Mind over Body or spell-casting prodigy.

So...win!

Jeff/Elenthis.
Far away and across the field, the tolling of the iron bell calls the faithful to their knees to hear the softly spoken magic spell.
Tami
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Re: First Wizard-advice

Post by Tami » Tue Jul 29, 2014 4:05 pm

I aim on him being more of the "let all hell break loose" type of attack wizard. I was thunking either Invoker or Mage.
~Duraiz of Tyr
~Malupo of Loviatar
~Drazad of Oghma
~Hilmeran of Tymora
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Re: First Wizard-advice

Post by Rhangalas » Tue Jul 29, 2014 10:58 pm

If you are going for a war wizard/battle mage:

OFFENSIVE
  • Empower Spell - [+2 slots] Effect: +1/2 of total damage/healing points dealt added to total damage/heal output
    Maximize Spell - [+3 slots] Effect: Spells always deal maximum damage possible.
    Spell Penetration I & II - [Passive] Effect: Increases the DC to resist spell damage.
Note: When using Empower + Maximize, you will only be able to modify level 4 spells or lower. Also, without spell penetration, the effects of these two feats can be muted by very strong defenses. This is where Spell Penetration comes in. A good spell for this combination is fireball.

DEFENSIVE
  • Combat Casting - [Passive] Effect: Increases the DC to interrupt spell casting.
    Extend Spell - [+1 slot] Effect: +1/2 of current duration (based on skill level) is added to duration timer.
    Persistent Spell - [+6 slots] Effect: Personal spells last 24 hours.
Note: Combat Casting is usually redundant if you have a high constitution score. I recommend Extend only. This will allow you to last longer in a group as fighter classes usually never tire, but your wards will. As previously stated, persistent spell is greatly limited in the spells that it can modify. I would only take this feat if the PC had a favorite personal spell of some kind.

MISCELLANEOUS
  • Enlarge Spell - [+1 slot] Effect: +1 range to ranged spells.
    Twin Spell - [+4 slots] Effect: Duplicates the spell.
Note: Enlarge is useful for AoE spells that are ranged but are localized. You would be able to surprise attack entire rooms with these local-room AoE and attack from two rooms away if the spell can already be ranged cast. Twin Spell can be a fun addition, especially with dispel magic.

A decent trade off is to take the Mage class and use the above feats to focus on offensive spells to create a a battle mage. Doing this will give you access to more defensive spells, but since your skill levels will cap at master, you will not be able to do as much damage as an Invoker with the same build.
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Tami
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Re: First Wizard-advice

Post by Tami » Wed Jul 30, 2014 9:46 pm

Well I end up soloing most if the time so im going to go Mage with the above mentioned feat though I had to use two feats just to get my wings as a assimar.
~Duraiz of Tyr
~Malupo of Loviatar
~Drazad of Oghma
~Hilmeran of Tymora
~Naren of Tymora
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