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Wizard requests assistance

   
In that case, you're gonna be stuck with a lot of fire spells which are extremely often resisted/immuned because fire is the most commonly resisted element. If you at least had SC, you could get some spells of other elements to expand. Or searing spell to hurt them anyways, etc.

By the way, you gave up Disintegrate (oddly better than at least most evocation) and all sorts of other incredible spells.

I once subdued two astral deva's with a single major image spell... they was gonna kill my dad, they was.

If you're planning on taking the 'subtle' classes (illusion, enchantment), a good DM helps with the creativity.

I wasn't referring to spells per day, Firkraag, but to the number of spells in a wizard's spellbook at Level 1.
Quote:
Originally Posted by SRD
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice.
Eternal_Wisdom: A specialist Evoker has TWO prohibited schools. Only Diviners have ONE prohibited school. Since the benefit of specialization is limited to an extra spell slot and a +2 bonus to Spellcraft checks relating to your specialization, there is very, very little benefit to specializing as anything other than a Diviner - unless you use the Specialist Wizard Variants (originally published in Unearthed Arcana). Since you said you're trying to keep it simple, CharOp sez go Diviner or stick with a Generalist.

I thought that you could only have to choose one prohibited school if you chose transmutation. Maybe that's been changed since 3.0, but meh.

The first level mage KNOWS a number of extra spells equal to his int mod. That chart is for preparing spells. It's a slightly confusing difference.

That's what I thought, yeah...so a few more first level spells than I mentioned...Starting with Color spray, Charm Person, Obscuring Mist etc.

Silent image is a must. No other class (except trickster clerics) can duplicate it's effects and my gnome wizard has saved the day many a times with this spell. Also remember to always have a mage hand and ghost sound memorized for 0th level spells.

I usually play either an illusionist or conjurer with Abjuration and/or Necromancy/Evocation as prohibited schools, but for an elven wizard with longbow true strike and magic weapon might be good choices as well for 1st level, so you could pick transmuter or diviner as specialized schools too.

Quote:
Originally Posted by Eternal_Wisdom View Post
I thought that you could only have to choose one prohibited school if you chose transmutation. Maybe that's been changed since 3.0, but meh.
Yeah, they changed the rules for specialist wizards in 3.5:
Quote:
Originally Posted by SRD
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.
and
Quote:
Originally Posted by SRD
Unlike the other specialists, a diviner must give up only one other school.




 

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