First time wizard player here. I'm a level 3 wizard and my DM asked me to give him a list of magical items that I would like to have/find.
What items would you guys advise for me? I know wish rings and stuff are awesome, but I want my character to be the main focus and I want the magic items to be supportive and not dominant.
Please let me know what you thoughts are, and would be awesome if you let me know why.
Common Items: Enduring Spellbook. You shouldn't need this, as your spellbook really shouldn't be threatened by anything. Hat of Wizardry. Lets you use your hat as a focus, so that's hands free! Also lets you cast a Cantrip you don't know once a day.
Uncommon Items: Bag of Holding. It's always useful, keep your spellbook in it. Gauntlets of Ogre Strength. This is less consistantly useful, but my favorite hilarious "wizard" item. You have Strength 19, so anyone who says "I'll take on the weak wizard" is going to be in for a surprise. Also AoO from your Wizard's Staff are going go be 1d8+4, nothing to sneeze at. Gloves of Missile Snaring. Good for defense, as a ReAction you can reduce damage from a ranged attack once a turn. If you're in the back it's a way to keep from being pin cushioned. Google of the Night. If you don't have Darkvision already. Pearl of Power. Lets you regain a 3rd lvl spell, once a day. Slippers of Spiderclimb. 3D movement is always great to have, and depending on how high the walls or ceiling could make you impossible to reach Wand of Magic Missile. Always a good standby damage dealer. Wand of the War Mage. +1 to hit with spells and ignores half cover. Very good for being in the back shooting cantrips and offensive spells.
As you are a third level, i suggest at fourth level you geta feat for wearing light armor, and then you can ask your DM for some king of cool/strange/helpful armor. Or if you are a wood or high elf a magic longsword is always nice,
A Ring of Spell Storing is great and so is a Hat of Wizardry. Other than that, any items that provides a bonus to your AC and/or saving throws would be my first preference followed by spell scrolls so you can add the spells on them to your spell book. You're a Wizard, you can do almost anything with your spells so magic items that protect you and keep you from taking damage or that make your spells more powerful are all you really need. Many other items are nice to have of course, but they're not necessary.
I definitely agree with previous posts, definetley get a ring of spell storing, I would also recommend some sort of ring of protection since wizards can't wear armor.
I recommend the pipe of smoke monsters and if your DM allows get the smoldering enchantment on Heward's Hireling Armor and at level 4 get the light armor feat, that way you wade into battle covered in smoke and exhaling dragons made of smoke. The best part, non of it has in game effects, it just looks rad. Why Heward's Hireling Armor? Pockets. Wizards love pockets.
Id like to recommend Illusionist Bracers if at all possible. I realize they might be a bit overpowering, but why not be able to keep up with your melee party members with the ability to cast 2 cantrips per round. :D
The Illusionist Bracers make offensive casters way outdo melee party members. Casting a 2d10 Fire Bolt twice a round, every round at 5th level? Or casting four 1d10 + 4 Eldritch Blasts every round at 5th level? That’s pretty dangerous!
number one ring of spell storage for your familiar...
So you can use it's concentration to maintain additional strong spells and to share spells to other players (most notably find find familiar)
Is that legal?
It’s technically legal since a Ring of Spell Storing uses the original caster’s stats for the spell. But, is a fey (familiar) with an intelligence of 4 or less smart enough to activate the ring even with its master telling it what to do? It’s completely legal for another PC and I’ve used it that way before, it’s a great way to prepare ahead of time and let non spell casters cast a couple of spells when the spell casters aren’t able to.
by raw it's legal... in adventurers league your familiar uses your attunement slots so it's a choice... but it can be a risky choice as familiars are very fragile and possibly losing a ring of spell storage when the familiar gets killed is very costly...
So if your going this route protecting your familiar becomes a big thing
"This ring stores Spells cast into it, holding them until the attuned wearer uses them." This shows that no, only the person attuned (familiar's can't attune) can cast the spells, however, "Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast." basically means you can use any other caster's spells (up to an accumulative total of 3rd spell slot) so long as they're willing to cast that spell into it.
Best case scenario, have someone with a spell you don't know, or anyone who has strong 1st-3rd level spells and spell slots remaining, cast into the ring before a long rest. This let's you "carry over" some spells from the previous day, saving your party a few resources, but again, only the person attuned to the ring can use it.
I disagree with familiar being able to use the ring (regardless of the argument if it can attune to it (below)). here's why:
when a player character wears the ring....how do they cast a spell from the ring? Simple, they use their Action (which is a defined event)....they CAN'T cast the spell using the ring and then ALSO use an Action to cast one of their own spells. Using the ring is not an extra event in its own category, it requires an Action to use it. Every player has the option to cast a spell even if they're not a caster class.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
FYI, here's the v9.0 AL FAQ on Familiars being able to attune to items: Attune to a Magic Item by Familiars Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit. This doesn’t suggest that such creatures can attune to magic items. Whether or not a mindless undead creature, for example, can attune to and utilize a magic item is still subject to DM discretion.
The last sentence is terrible IMO...even a crawling claw, which is just a hand, has an intelligence of 5.
Hi everyone,
First time wizard player here.
I'm a level 3 wizard and my DM asked me to give him a list of magical items that I would like to have/find.
What items would you guys advise for me?
I know wish rings and stuff are awesome, but I want my character to be the main focus and I want the magic items to be supportive and not dominant.
Please let me know what you thoughts are, and would be awesome if you let me know why.
Thanks!
Common Items:
Enduring Spellbook. You shouldn't need this, as your spellbook really shouldn't be threatened by anything.
Hat of Wizardry. Lets you use your hat as a focus, so that's hands free! Also lets you cast a Cantrip you don't know once a day.
Uncommon Items:
Bag of Holding. It's always useful, keep your spellbook in it.
Gauntlets of Ogre Strength. This is less consistantly useful, but my favorite hilarious "wizard" item. You have Strength 19, so anyone who says "I'll take on the weak wizard" is going to be in for a surprise. Also AoO from your Wizard's Staff are going go be 1d8+4, nothing to sneeze at.
Gloves of Missile Snaring. Good for defense, as a ReAction you can reduce damage from a ranged attack once a turn. If you're in the back it's a way to keep from being pin cushioned.
Google of the Night. If you don't have Darkvision already.
Pearl of Power. Lets you regain a 3rd lvl spell, once a day.
Slippers of Spiderclimb. 3D movement is always great to have, and depending on how high the walls or ceiling could make you impossible to reach
Wand of Magic Missile. Always a good standby damage dealer.
Wand of the War Mage. +1 to hit with spells and ignores half cover. Very good for being in the back shooting cantrips and offensive spells.
number one ring of spell storage for your familiar...
So you can use it's concentration to maintain additional strong spells and to share spells to other players (most notably find find familiar)
As you are a third level, i suggest at fourth level you geta feat for wearing light armor, and then you can ask your DM for some king of cool/strange/helpful armor. Or if you are a wood or high elf a magic longsword is always nice,
A Ring of Spell Storing is great and so is a Hat of Wizardry. Other than that, any items that provides a bonus to your AC and/or saving throws would be my first preference followed by spell scrolls so you can add the spells on them to your spell book. You're a Wizard, you can do almost anything with your spells so magic items that protect you and keep you from taking damage or that make your spells more powerful are all you really need. Many other items are nice to have of course, but they're not necessary.
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Wand of the War Mage. It's about as close to a +1 weapon as your going to get, and you can attack stuff with half cover more easily
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I definitely agree with previous posts, definetley get a ring of spell storing, I would also recommend some sort of ring of protection since wizards can't wear armor.
Anything that let's you store spells or helps with concentration. Rings of Protection are always the go to.
Item's - Sashelas' Spear, Thunder Beads, Diadem of the Owl, Bag of Stasis
Race - Fey-Touched
Subclass - Circle of Vitality
Monsters - Blood Bear
Spell - Arcbolt
I recommend the pipe of smoke monsters and if your DM allows get the smoldering enchantment on Heward's Hireling Armor and at level 4 get the light armor feat, that way you wade into battle covered in smoke and exhaling dragons made of smoke. The best part, non of it has in game effects, it just looks rad. Why Heward's Hireling Armor? Pockets. Wizards love pockets.
Id like to recommend Illusionist Bracers if at all possible. I realize they might be a bit overpowering, but why not be able to keep up with your melee party members with the ability to cast 2 cantrips per round. :D
The Illusionist Bracers make offensive casters way outdo melee party members. Casting a 2d10 Fire Bolt twice a round, every round at 5th level? Or casting four 1d10 + 4 Eldritch Blasts every round at 5th level? That’s pretty dangerous!
Professional computer geek
Is that legal?
It’s technically legal since a Ring of Spell Storing uses the original caster’s stats for the spell. But, is a fey (familiar) with an intelligence of 4 or less smart enough to activate the ring even with its master telling it what to do? It’s completely legal for another PC and I’ve used it that way before, it’s a great way to prepare ahead of time and let non spell casters cast a couple of spells when the spell casters aren’t able to.
Professional computer geek
by raw it's legal... in adventurers league your familiar uses your attunement slots so it's a choice... but it can be a risky choice as familiars are very fragile and possibly losing a ring of spell storage when the familiar gets killed is very costly...
So if your going this route protecting your familiar becomes a big thing
"This ring stores Spells cast into it, holding them until the attuned wearer uses them." This shows that no, only the person attuned (familiar's can't attune) can cast the spells, however, "Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast." basically means you can use any other caster's spells (up to an accumulative total of 3rd spell slot) so long as they're willing to cast that spell into it.
Best case scenario, have someone with a spell you don't know, or anyone who has strong 1st-3rd level spells and spell slots remaining, cast into the ring before a long rest. This let's you "carry over" some spells from the previous day, saving your party a few resources, but again, only the person attuned to the ring can use it.
I disagree with familiar being able to use the ring (regardless of the argument if it can attune to it (below)). here's why:
when a player character wears the ring....how do they cast a spell from the ring? Simple, they use their Action (which is a defined event)....they CAN'T cast the spell using the ring and then ALSO use an Action to cast one of their own spells. Using the ring is not an extra event in its own category, it requires an Action to use it. Every player has the option to cast a spell even if they're not a caster class.
Familiars don't have the option to cast a spell as an Action...therefore they can't cast a spell as an Action. The ring doesn't give the wearer a new Action they didn't already have access to.
FYI, here's the v9.0 AL FAQ on Familiars being able to attune to items: Attune to a Magic Item by Familiars Any item attuned to a creature under your control (familiars, beast companions, etc.) counts against both your character’s limit of three attuned items and the character’s permanent Magic Item Limit. This doesn’t suggest that such creatures can attune to magic items. Whether or not a mindless undead creature, for example, can attune to and utilize a magic item is still subject to DM discretion.
The last sentence is terrible IMO...even a crawling claw, which is just a hand, has an intelligence of 5.
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks
Staff of Defense is good if you're worried about survival.
Cape of the mountebank is great. frees up a 3rd level spell slot, and is good for escaping grapples
I think you missed the point.... Or I've seen another...
Not letting a Familiar use the ring, but basically giving every party member the ability to CAST find Familiar and have a Familiar for themselves!