Author Topic: Some tips for a GOD wizard?  (Read 7098 times)

Offline Tr011

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Some tips for a GOD wizard?
« on: January 17, 2012, 09:58:21 AM »
I do play a GOD wizard since two sessions but I am not sure what spells I should use for this.
Here some facts about my campaign/party/char:
We are all level 15 and the party is mostly one charger (with 20ft. reach and daze on attack), one monk (shadow sun ninja from ToB for maneuvers, he got 5ft. reach), one blast-style metamagic sorcerer (avasculate for boss fights, disintegrate for undead/construct, orb of fire for the rest and some AoEs) and one fast-flying charger/diver with AoO-tricks.
My char is a LE knowledge-based wizard without UMD and with a talking bat familiar, important feats are Split Ray (for only +1 adjustment), Quick Draw and Extraordinary Concentration (CAdv).
All WotC books and Dragon Magazines allowed.

What I really could need are tips
1. How to better prepare spells, what spells should be useful, I also thought I could use some divination spells to prepare situational spells, but what divination spells could that be? I.E. we have to find an ancient artifact book now, but how can I detect WHO has it (where it is would help the campaign, but not me preparing my spells).
2. What spells should I share for my familiar via Imbue familiar with spell ability?
3. What spells should I put into my runestaff so I can use the crappy Domain spell slots (domain wizard variant from UA).

Offline Mister Freeze

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Re: Some tips for a GOD wizard?
« Reply #1 on: January 17, 2012, 10:52:28 AM »
How do you divine the answers to questions?

Step 1: get an int mod of 15 when you're level 16.  Point buy to 18 int, be a grey elf or similar (+2), dump your physical stats because polymorph makes them irrelevant and be venerable (+3), get an inherent bonus (+5), use all your leveling bumps for int (+4), and persist necrotic empowerment (+8). 
Step 2: Once your int mod is 15, you can safely use contact other plane to talk to a greater deity, who has an 88% chance of knowing the answers to your question.  If you can't get to an int mod of 15, an int mod of 13 still allows you to talk to intermediate deities. 
Step 3: Optionally, you can still talk to greater deities without fear of failing the int check if you have an int mod of 13 and can cast mechanus mind, granting you a +2 bonus on int.  based checks.
Step 4: Now that you can safely talk to greater deities without fear of losing your ability to cast spells for several weeks, use contact other plane as much as you'd like to seek information, bearing in mind the restrictions in the spell description, notably that you can only get a one word answer. 
Step 5: Once you've obtained a good amount of information about your target, cast vision or legend lore.  Note that vision doesn't target anything, and therefore annoyances such as mind blank won't help your enemies much.  Think of them as working like true strike, in terms of how difficult it is to make them not function.  If you used vision, immediately use an amulet of second chances (swift action in the same round) to wind back the clock.  You get your EXP back because it's as if the round never happened, but you explicitly remember what happened in the lost round. 
Step 6: If needed, refine your information further with another contact other plane session, followed by more legend lore and/or vision. 

Offline Tr011

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Re: Some tips for a GOD wizard?
« Reply #2 on: January 17, 2012, 01:32:27 PM »
I already play the char and can't/won't change race/feats. So I got 17 int (rolled) +3 (level). At level 16 with 5 wishes (best case) it will be 26 int. So I need a big enhancement bonus and neither the necrotic spells nor persisting are an option. I checked CL increases and ended up with a CL increase via spells and items of +16 for a total CL of 32 next level. DC increases by +4 by the same items/spells. So my DC for Extract Gift would be 15+10 (my int with +4 enh item) +4 (by the item/spell boosts) for a total DC of 29. The DC should be good enough if I cast some enervations to decrease their will save. The true problem is to find a demon with an int MOD of +16, so an int score of 42 is needed. And for Greater Planar Binding it shouldn't have more than 18 HD (but I can still try to find and catch it if it has more). Anyone got an idea/list/link for Extract Gift targets?

Offline spacemonkey555

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Re: Some tips for a GOD wizard?
« Reply #3 on: January 17, 2012, 02:42:00 PM »
There are other ways to boost int checks, like a marshal's aura. I also remember reading a post that showed ability checks are skill checks, and therefore you can take 10 on them, though I'm sure some dms will feel like the possibility of failure is a threat.

For burning crappy spells, look at the robe of mysterious conjuration and the raiment of the 4 magic item set, both in mic. P 130 and 204, spontaneous summon monster (of any level), magic missle, teleport, fireball, and freedom of movement. If I had to pick one it would be the robe, since its a standard action summon monster 3/day.

Acouple dimension doors would be nice on your familiar, useful as a defense for you, and as a method to save group members in trouble, since it can fly over and ddoor them away.

Offline StreamOfTheSky

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Re: Some tips for a GOD wizard?
« Reply #4 on: January 17, 2012, 03:21:39 PM »
I'd just like to point out, in addition to boosting initiative and all skill checks by 1 and being generally awesome, Stone of Good Luck would also boost int checks.

Offline Kremti

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Re: Some tips for a GOD wizard?
« Reply #5 on: January 17, 2012, 03:59:23 PM »
2. What spells should I share for my familiar via Imbue familiar with spell ability?
This depends a little bit on how your DM likes you to use your familiar (Does he let you simply have complete control?), but I like to have some scripted actions for the familiar, so the question of "How does your familiar know to do that?" doesn't come up.  So, spells that's *always* cast in certain situations are useful, like, "I always like to cast this when x happens". 

So, buff spells like Haste is good.  Always pop it at the beginning of combat.

Another line of spells that are useful are spells that get your wizard out of certain troubles.  Like the wizard *somehow* get grappled and mouth covered so the wizard can't even cast Dimension Door or something.  I think I like Dimension Step, as this can be cast away from the wizard (Hit by Silence, or something).  And useful in general in many situations.  Since you have some Domain spells, you could give your familiar some spells that can stabilize, or remove conditions off of the wizard, in case your wizard's hit points go negative or get debuffed.

Also, another thing to consider is to give the familiar Orb of Force or something, and just have readied action, in case an enemy caster starts casting a spell.  Pop the enemy caster with 50 points of damage, and force the concentration check.  Your wizard use pro-active spells, the familiar goes defensive and have something reactive.

Lastly, Shield Other is another possible Domain spell to consider.  Half the damage you take, the familiar takes it.  Use False Life on the wizard himself, and share it with the familiar.  Have a hero's feast, and as long as the familiar is safely tucked away in familiar pocket, you are doubling the effectiveness of those temporary hit points.  Of course, this does come with a risk that familiar might get into trouble if you and the familiar both get hit by AoE spell...

One more thing.  Remember Mage’s Lucubration is Personal range spell you can share with your familiar.  You AND your familiar gets 1 spell back with only one casting!

Edit: Oh, ONE MORE thing.  If there's a way to give your Familiar 'Harmonic Chorus' from CAdv (It's a Bard only spell)...

-K
« Last Edit: January 17, 2012, 04:17:09 PM by Kremti »

Offline The_Mad_Linguist

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Re: Some tips for a GOD wizard?
« Reply #6 on: January 17, 2012, 04:18:50 PM »
There are other ways to boost int checks, like a marshal's aura. I also remember reading a post that showed ability checks are skill checks, and therefore you can take 10 on them, though I'm sure some dms will feel like the possibility of failure is a threat.

Well, it's more this rule

Quote
Ability Checks and Caster Level Checks

The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.

Offline phaedrusxy

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Re: Some tips for a GOD wizard?
« Reply #7 on: January 17, 2012, 05:38:05 PM »
There are other ways to boost int checks, like a marshal's aura. I also remember reading a post that showed ability checks are skill checks, and therefore you can take 10 on them, though I'm sure some dms will feel like the possibility of failure is a threat.
If interpreted that way, when would you be able to take 10?
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Offline Tr011

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Re: Some tips for a GOD wizard?
« Reply #8 on: January 17, 2012, 05:55:37 PM »
There are other ways to boost int checks, like a marshal's aura. I also remember reading a post that showed ability checks are skill checks, and therefore you can take 10 on them, though I'm sure some dms will feel like the possibility of failure is a threat.
If interpreted that way, when would you be able to take 10?
I don't think anybody can argue enough to not let you take 10 on that, but I know one in my group who will try it.
Checked the source, PHB page 65. Very good to know because +15 is hard to get, while +5 is pretty easy xD
I've still done some work for Extract Gift. If anyone is interested, you may look in here.
(click to show/hide)
The total gain is a +8 enhancement buff with permanent duration for 64k gold material components and some XP. DC to dispel it is 11+32 (CL) +4 (ring of enduring arcana), so Greater Dispel Magic can't dispel it. The preparations are huge and I have to buy a lot of this stuff to do the whole thing, but I think it's worth it when I buff another ability soon and sell a buff to my party sorcerer.

Offline spacemonkey555

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Re: Some tips for a GOD wizard?
« Reply #9 on: January 17, 2012, 06:11:32 PM »
There are other ways to boost int checks, like a marshal's aura. I also remember reading a post that showed ability checks are skill checks, and therefore you can take 10 on them, though I'm sure some dms will feel like the possibility of failure is a threat.
If interpreted that way, when would you be able to take 10?

Anytime failure doesn't result in instant mental retardation and loss of your best class feature I suppose. I didn't say I agreed, btw.

Offline Tr011

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Re: Some tips for a GOD wizard?
« Reply #10 on: January 17, 2012, 06:27:09 PM »
Quote from: PHB p.65
When your character is not being threatened or distracted, you may choose to take 10.
You are only threatened when you are in a threat range, that is the melee reach of an armed enemy (enemies with IUS or natural weapons count as armed). Even if some DMs still will search for reasons why you can't take 10 on this, by RAW and RAI you can do if you do not cast 10 minutes while a goblin keeps attacking you.

Offline Endarire

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Re: Some tips for a GOD wizard?
« Reply #11 on: January 18, 2012, 02:40:12 AM »
By level 15, you're effectiely a demigod.  Seriously.  Look at what you can do with Transmutations and Conjurations.  Polymorph spells, summon monster/planar binding spells, teleportation spells, plane changing spells, a staff of time stop...

It should be pretty easy to feel like you don't need these mooks at this point (by which I mean party members).

Offline Mixster

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Re: Some tips for a GOD wizard?
« Reply #12 on: January 18, 2012, 05:30:17 AM »
Step 2: Once your int mod is 15, you can safely use contact other plane to talk to a greater deity, who has an 88% chance of knowing the answers to your question.  If you can't get to an int mod of 15, an int mod of 13 still allows you to talk to intermediate deities.   
You only need an int mod of +6 and you can take 10 on them.

Getting 22 in int by level 15 should be trivial
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Offline X-Codes

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Re: Some tips for a GOD wizard?
« Reply #13 on: January 19, 2012, 06:53:48 PM »
Also, if you're an actual player, asking an actual DM, then the actual rules may or may not mean shit, because it's impossible to actually divine the future.

If you want to divine what spells you need for the next day, then scout out (via remote viewing spells like Clairvoyance and Scry Location) either your target area or your target person, and then make your best guess as to what spells will be effective.

Offline Tr011

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Re: Some tips for a GOD wizard?
« Reply #14 on: January 20, 2012, 09:12:24 AM »
My problem is that every douche who is important in the campaign mostly can't be scryed. If my mission is (I think my next one will be that) to get back an ancient artifact that has been stolen, things like "I scry that artifact that is missing" or "I scry that one guy we think he could be the thief" don't work, because my DM doesn't want us to do a mission in a style of "I scry XY" "I teleport the party to XY" "we kill XY". A guy of our party once ruined a campaign like that and thus every DM fears that his next adventure could end the same way.
I either have to tell the DM/DMs (we change who is DM every now and then) an easy and logic way to cancel teleport-ruining (like ancticipate teleport + teleport away) or I have to use divination spells that wouldn't allow me to teleport there (like contact other plane).

Of course it is impossible to divine the future but it's still a fantasy game, I think divining how the future could look like won't be a problem.

Offline phaedrusxy

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Re: Some tips for a GOD wizard?
« Reply #15 on: January 20, 2012, 01:01:09 PM »
Of course it is impossible to divine the future but it's still a fantasy game, I think divining how the future could look like won't be a problem.
What they're talking about is the fact that although the fictional source of answers for Contact Other Plane might be omniscient, the person who is roleplaying that source (the DM) is not. So the DM likely won't know what the best spells for you to prepare are. And even his best guesses might not work out, as he won't know how the dice will fall in the actual encounter. And you also might not agree with his best guesses. What if your DM thinks Fireball is a great spell?

These are the real limitations of this kind of tactic.
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Offline Unbeliever

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Re: Some tips for a GOD wizard?
« Reply #16 on: January 20, 2012, 04:44:38 PM »
I never use divinations for this tactic. 

But, as a DM, my stock response would be:  "you know that's what the feat Uncanny Forethought is for, right?"
 
I think advice for a God Wizard depends a bit on the party's composition.  If you have powerful melee'ers in your party, then you want spells that lockdown enemies but still let them get in there and kill them dead.  Stuff like that. 

Offline veekie

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Re: Some tips for a GOD wizard?
« Reply #17 on: January 22, 2012, 02:02:34 AM »
Of course it is impossible to divine the future but it's still a fantasy game, I think divining how the future could look like won't be a problem.
What they're talking about is the fact that although the fictional source of answers for Contact Other Plane might be omniscient, the person who is roleplaying that source (the DM) is not. So the DM likely won't know what the best spells for you to prepare are. And even his best guesses might not work out, as he won't know how the dice will fall in the actual encounter. And you also might not agree with his best guesses. What if your DM thinks Fireball is a great spell?

These are the real limitations of this kind of tactic.
Heck, its arguable that most contactable beings are possessed of enormous knowledge and resources, but not truly omniscient.
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Offline Tr011

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Re: Some tips for a GOD wizard?
« Reply #18 on: January 22, 2012, 04:19:30 AM »
But, as a DM, my stock response would be:  "you know that's what the feat Uncanny Forethought is for, right?"
Oh, man. I wasn't aware of this feat. It's totally nice, but I already took the (much worse) Alacritous Cogitation...

Btw: Could you use your Domain/Specialist spell slots for Uncanny Forethought?

Offline Agita

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Re: Some tips for a GOD wizard?
« Reply #19 on: January 22, 2012, 06:59:41 AM »
Of course it is impossible to divine the future but it's still a fantasy game, I think divining how the future could look like won't be a problem.
What they're talking about is the fact that although the fictional source of answers for Contact Other Plane might be omniscient, the person who is roleplaying that source (the DM) is not. So the DM likely won't know what the best spells for you to prepare are. And even his best guesses might not work out, as he won't know how the dice will fall in the actual encounter. And you also might not agree with his best guesses. What if your DM thinks Fireball is a great spell?

These are the real limitations of this kind of tactic.
Heck, its arguable that most contactable beings are possessed of enormous knowledge and resources, but not truly omniscient.
Depends on the game. If you're playing by the written 3.0/3.5 rules for divine ranks, then it's not, as gods are explicitly omniscient and see into the past/future at will within their portfolio. It's just a question of contacting the right one, which the spell arguably does for you.

But yeah, the best way from an effort to sense to payoff ratio standpoint to represent using divinations to plan your spells is likely Uncanny Forethought.
Btw: Could you use your Domain/Specialist spell slots for Uncanny Forethought?
There's no restriction on what spell slots you can use, so yes.
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