![]() Divination has the insight bonus touch and goes in surprise rounds (SUPER HANDY). Evoc Admixture lets you switch around elements which is very handy to get around resistances. There's lots of chat about this and various lists. Technically it is better to have cleric as the primary class, but we are looking at support and skills. You could delay MysThe until after Wiz 5 to pick up an extra feat at the cost of 2 levels in Cleric but Spell Synthesis is very nice. At 13 you will look like S:10(12), D:14(16), C:10(12), I:21(23), W:14(16), C:10 via levels(+3 Int), belt phy perfection +2, headband mental prowess +2, Cloak +4 protection, amulet of spell mastery (half cost). Magical Knock Wiz, Wayang Spellhunter(Shocking Grasp). Human Wiz 3(evoc admixture or diviner) Clr 3, Mystic Theurge 7 starting with S:10, D:14, C:10, I:16(+2=18), W:14, C:10 at 20pts. Walk through space is a terrible spell for its level. Windy Escape may require you to be a sylph or native outsider. ugly BUT effective).īest races are samsaran, human, aasimar, maybe elf or half-elf. If your campaigns involve a lot of humans and your GM doesn't give away Will saves then Illusionist.Ģ) multiclass with 2 levels of monk flowing way(combat savvy), rogue for skills and weapons, paladin for saves, weapons, and laughs.ģ) mystic theurge (oodles of spells) *my choice for you*Ĥ) bloatmage (lol. Each has some traits and feat chains that are better for it. you have about 4 choices starting with class.ġ) straight up wizard (diviner, transmuter, or evoker). Also any type of strategy I can use in and out of battles. As well as a cloak of protection +5.Īny advice regarding my (partial) spell list and different items I can use on my fragile Wizard is more then welcome. I've been advised to also keep some vials of anti-toxin and anti-plague on me. Walk Through Space: teleport up to 30 ft as move action. Invisible mobile field around me, will save to negate otherwise can’t melee att Teleports to predetermined location.Ĭontingency: Immediate once conditions are met. Discharges 50 hpĮmergency Force Sphere: immediate action, rd/lvl, as wall of force w 130 hp + hardness 20ĭimension Door: You + creatures touched, long rangeįoretell Failure: swift action, use before d20 roll, spell notifies if action succeeds on roll of 10 or better Windy Escape: immediate action, gain DR 10/magic, immune: poison, Sneak Att, CritsĪblative Barrier: hr/lvl. Note: I didn't add all the spells I want, these are just ones basically to keep me alive in a bad situation. Please give me feedback on these survival spells. I have about 11-12 spells which are great to keep me alive. At level 13 I have 35 spell slots from levels 1 to 7. Here's the spells I got that will help me live. So I have to rely on my spells and items. So I have low AC, not the greatest saves and low HP. Our group is a barbarian, paladin and a monk/Druid. ![]()
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