| Post/Author/DateTime | Post |
|---|---|
| Varthalon09-24-03, 07:09 PM | What do you think the best several Arcane spells of each level are and why. Use any source (but please state what the source is). |
| TheSadisticDM09-24-03, 09:02 PM | Well Im not going to post Level by Level but just point out a few obvious ones. Keep in mind these are for the Generic Wizard aka Wizards who will pick up some evocation. Wizards such as an Enchanter or Mindbender will not have some of these. 1st: Magic Missile - Because it is the generic mage attack spell. 3rd: Fireball - Because at its level and the level of things you will encounter, it is one of the first better mass creature slaying spells. 6th: Disintegrate - Because it works and is now used for creating some of the more useful items 9th: Time Stop - This spell as retained almost it's full abusive potential through all editions of Dnd. A few other spells of note: Cone of cold, Flesh to Stone, Reverse Gravity, and Limited Wish. There are a ton of other spells but they are not in the core books for 3.5 and some of the more fun ones have not been converted to d20 system yet (Look in the Wizard's Spell Compedium for 2nd Edition and see for yourself) |
| bitnine09-24-03, 09:28 PM | A couple: 2nd: Melf's Acid Arrow. Metamagic on this fellow, particularly extend, works very well. It's excellent, yet overlooked, in several roles. Its long range means that it is a good sniping tool. It has no save and bypasses SR completely (and thereby spell immunity). 4th: Solid Fog. Being able to split up your enemies and take certain elements out of the action for a couple of rounds without a save is very nice. |
| Tellish_of_Ket09-24-03, 09:38 PM | reverse gravity. so few spells have no save and no sr. and this is it. cast within a large cavern with a high ceiling and you could be dealing 50d6 on the way up, and 50d6 on the way down. pretty cool if you ask me. enervation. again, no save, just sr. Now chain it, and empower it. Cast a quickened true strike and chain/emp enervate and voila, you just took an El 16 fight and turned it into an El 8 fight. rainbow pattern unless your fighting construcst/undead etc.. this can be a fight ender on the first turn. combined with an enchanter's and focus, this gets a nice high hard to save dc at a very low lvl. Even enemy wiz/clerics will have a hard time saving from this one at an appropriate challenge rating. Tellish |
| gfunk626609-24-03, 09:41 PM | Some thoughts, 2nd -- Sorching Ray, no save -- merry Christmas 2nd -- Touch of Idiocy, d6 Cha, Int, Wis loss, no save -- was this a typo? 2nd -- Ray of Enfeeblement -- Str loss w/o a save (Looks like the moral of the story is to improve your touch attacks) 9th -- Shapechange, without doubt, the most powerful spell in the game! Ex AND Su abilities? :confused: |
| Cappo11-03-03, 05:12 AM | * bump * |
| Tellish_of_Ket11-03-03, 02:57 PM | Originally posted by gfunk6266 Some thoughts, 2nd -- Sorching Ray, no save -- merry Christmas 2nd -- Touch of Idiocy, d6 Cha, Int, Wis loss, no save -- was this a typo? 2nd -- Ray of Enfeeblement -- Str loss w/o a save (Looks like the moral of the story is to improve your touch attacks) 9th -- Shapechange, without doubt, the most powerful spell in the game! Ex AND Su abilities? :confused: Oh for sure. It really looks like the ray's are in. You don't need to improve your touch attacks however as those are ray spells (other than touch of idiocy). Improve your ranged touch attacks or ray spells. Taking things like PB/P shot will eliminate that -4 when firing into melee, and weapon focus:ray's will give you an additional +1 to hit. So you have +1 PB, +1 focus, and you should have +3 dex min (talking low lvl here), +1 bab (L3 wiz) and you got a nice and handy +6 ranged touch attacks. Considering at 3rd lvl you shouldn't be fighting anything tougher than normal ogres, dire wolves, otyughs and such, a +6 touch is amazing. Plus for anything that does dmg, such as scorching ray, and others, the +1 dmg from point blank also kicks in. At higher levels get Chain and Empower. Don't forget to memorize some quickened true strikes because other than the obvious +20 hit for your ranged touches, it also negate the miss chance for concealment. Tellish. |
| Wagnard11-04-03, 11:18 AM | There are two really good threads that cover this topic here (http://boards1.wizards.com/showthread.php?threadid=50733&highlight=spells+fighters) and here (http://boards1.wizards.com/showthread.php?threadid=53201&highlight=spells+fighters) I thought theses are two of the best threads I've ever seen |