Tsidkenu wrote:Ah, so it only works for direct casts? There you go (never made a blood mage before!)
It's important to note that you need a direct target to obtain the additional +2 CL bonus from Bloodseeking Spell, but once you do, your AoE will benefit from the bonus ALSO for the eventual additional targets involved.
So, for example, if this "invisible assassin" is sneaking close to a Frost Giant mob, targeting the giant with an AoE spell with hit BOTH and factor in the +2 CL bonus for DC/DMG calculations.
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To the OP: builds don't matter much when you play Wizard. It's the class with the highest skill cap bar none, and it will be as good as you are as a player, nothing more, nothing less. You need to learn not only how spells work on their own, but also how to combine them with one another for maximum effect: killing a mob casting 3 spells from 6th-9th circle isn't the same as killing four mobs casting 2 spells belonging to 5th circle or below: when you will systematically do the latter without even thinking, you'll see the enormous difference.
DC WIZARD: to be one, you need a 9th Circle spells' DC in your school of choice of AT LEAST 38. Having less means being at a risk of failing that shouldn't be accepted: as a Wizard, you should "roll the dice" as little as possible and concentrate on insuring victory at the lowest energy expense you can manage.
You can do this as pure wizard, you can do it with the mentioned PrCs, you can do it with a 4 lvl dip covered by PS, no matter. Just get Spellcasting Prodigy, at least CL 30 and at least INT 30 (34 with Fox's Cunning up/ +4 INT item) as well as Epic Spell Focus in your favourite school.
Once you solved the DC problem and you know how to use your spells properly, you need to solve the three main problems a wizard has:
1) Positioning (if you are badly placed, you will die. Think constantly about where you stand, and where to go in every scenario possible. Don't get caught by surprise. Keep a Quickened Expeditious Retreat or other repositioning tools handy)
2) Weakness to dispels (if you are dispelled while badly placed, you'll die FASTER. Even with good placement, dispels can be an issue: prepare backup plans, like quickened/wand of Mirror Images, Scars of key defensive spells, Boots of Etherealness, Quickened Teleport and the likes. Do not rely overly much on your wards: stop pressure on you even when it seems harmless, because you are one Mordenkainen's Disjunction away from death. Being Pale Master 10, Blood Magus, having ICE and the likes increase your intrinsic survivability beyond mere buffs.)
3) Concentration checks and 6 seconds to cast (this will kill you the moment your wards are stripped, or simply insufficient: with a wizard, you are either invincible or dead. Always have a backup plan. See points 1 and 2)
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You could also create a HiPS wizard, of course. However, that's mostly a flavor choice, regardless of what completely horrible players will tell you ("HiPS wizards are OP!!" and the likes). A full caster wizard is always stronger.
Wiz26/SD4 is an instance of "DC 38"-compliant wizard you could decide to play. It is extremely fun (I have played it myself to lvl 30 and beyond, just like many other wizard types), it offers excellent options and has versatility on its side. However, there are several structural problems you'll have to live with:
- Since all your gear goes into sneak boosts you might find having less HP, saves, AC and spell slots a tad annoying, especially since you aren't a dedicated sneak: you can be seen rather easily by every "middle of the pack" spotter. HiPS is best used to break lock on key abilities, rather than to stay hidden.
- You concede a lot attributes-wise. All your stats aside from INT and DEX (needs to be 19 for SD) will be low, with obvious ripercussions. DEX can give you a hand with AC, but since you need care with equipment and buffs (they betray your position when you transition, and on expiration, plus you have fewer bonus spell-slot items than you'd like to...), you'll normally end up with less AC than your non-HiPS counterpart, even cramming in the +2/+3 Tumble
- Skill points: Concentration, Lore, Spellcraft, Hide, MS, Spot/Listen, Tumble...lots to invest in, and lots of it is cross classed. Able Learner is a possibility, but you are already quite feat-starved believe it or not....Fewer skill points than you'd like, even with high INT.
So, your DC will be on the lowish side, with less chances to minimize Problem 2 and 3 when you get hit, but with two of the best feats in game added to your arsenal (HiPS and Evasion).
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Have fun