| Post/Author/DateTime | Post |
|---|---|
| Izzak04-23-07, 09:35 PM | Im having some trouble rounding out my spell list. Ive never played a wiz before and im pretty sure im gonna be the only big caster in the group. If you have any suggestions i sure would appreciate it. Thank you |
| Lixith04-23-07, 09:39 PM | Fireball, lightning, Ray of Enfeblement, Lesser orb or acid (and cold) Expeditious Retreat Invisability Mirror Image Scorching Ray See Invisibility Slapping Hand Mage Armor (Greater) Vampiric Touch Evard's Black Tentacles Balefull Blink Channeled Lifetheft Lightning Leap Permanency Summon Undead V Viscid Glob Unluck (my fav.... makes other guy roll 2 sets of dice, taking lower result each time. will negates, 1round/level) |
| Vharuck04-23-07, 09:41 PM | A good rule of thumb is, for each spell level: 1 minimum offensive spell 1 minimum defensive spell 2 minimum utility spells And the rest are whatever you want. Never underestimate utility. |
| Novacat04-23-07, 10:22 PM | Important questions for us to help you comprehensively are: What level are you? What is your INT? Are you a specialist wizard? What feats do you have? |
| BugHunter04-24-07, 12:14 AM | The sonic orbs are good since most creatures that have a damage reduction don't have it vs sonic. When you are able to cast 4th level spells Thunderlance is good since it gives you a reach of 20 fee, 3d6 damage + Int or Cha modifier with a chance to dispell a shield and mage armor protected target. |
| Izzak04-24-07, 11:32 PM | Ive decided to be a generalist i have a 16 Int and fresh off the printer LVL 1. I picked up spell penetration for later on and im dang sure im gonna follow through until i go archmage. So a few spell levels up would be much appreciated. To 3rd or 4th. Thank you everyone. |
| Novacat04-25-07, 01:34 AM | Ive decided to be a generalist i have a 16 Int and fresh off the printer LVL 1. I picked up spell penetration for later on and im dang sure im gonna follow through until i go archmage. So a few spell levels up would be much appreciated. To 3rd or 4th. Thank you everyone. ALL OF THE FOLLOWING IS MY OPINION. I AM NOT A PROFESSIONAL CHARACTER OPTIMIZER, NOR AM I GREATLY EXPERIENCED IN PLAYING THE WIZARD CLASS. MOST OF THE FOLLOWING SUGGESTIONS ARE BASED ON CONJECTURE AND HYPOTHETICALS. At level one, you'll want AOE crowd control and battlefield control spells. Sleep and Color Spray are solid choices. When fighting individual, stronger creatures, favor ranged touch spells like Ray of Enfeeblement. Magic Missile is a staple of D&D wizardry, and your party will expect you to be able to cast Identify. Also, never underestimate the value of Feather Fall. As for party/self buffs, Magic armor is preferable over Shield due to its longer duration (unless you expect to be assaulted by Magic Missiles). Enlarge Person and Protection from Evil (regardless the alignment of your party) are probably the best choices for buffing party members. Don't forget to Alarm your camp site. Remember to make scrolls! As a wizard, you have very few spells per day, but you get the Scribe Scroll feat for free. Make use of it. Keep emergency spells handy in scrolls so that you don't have to prepare them every day. Time passes... At level 3, there are a few must-have spells for any aspiring wizard. Knock is possibly the most useful 2nd level spell, since it takes a rather creative DM to overcome your ability to open any door. Invisibility is a good one also, but more useful for protecting the party's healer than for protecting yourself (since healing doesn't break the invisibility, but casting offensive spells does). More time passes... Once you reach level 5, you'll notice a few very juicy spells open up for you. Fireball and Lightning Bolt are tempting choices, but I recommend taking only one, unless you can get the other from a written source. Haste is not to be overlooked, but Dispel Magic should be a priority. Even more time passes... At level 7, you have access to 4th level spell. In my opinion, this is the smallest step in spell power, as none of the 4th level spells scream "pick me!" like some 3rd or 5th level spells. On the plus side, you gain access to a recent favorite of mine, Evard's Black Tentacles. You also get Greater Invisibility at this level, which is a perfect cover for casting Phantasmal Killer (your first save-or-die, I'm so proud). Don't underestimate the value of Lesser Globe of Invisibility, either (immunity to Fireball is nice). Additional time passes... When you finally reach 9th level, you'll be looking for Teleport, Feeblemind, and Dominate Person. Lesser known, and very under-emphasized are such spells as Overland Flight, Baleful Polymorph, and Dismissal (if you plan on fighting outsiders). Permanency is also useful in certain situations. That's all I'll say for now. |