| Post/Author/DateTime | Post |
|---|---|
| Flay Crimsonwind12-02-05, 01:00 AM | Hey, my DM's running a campaign where combat rules over damn near everything else, and spellcraft is mightier than the sword. I'm trying to build a 7th level wizard, since my team didn't have an offensive spellcaster, and out of five people we have one healer, one ranged, two supporting melee, and one melee character. Being a supporting, I decided to go spellcaster, and the other support decided to go melee, so we would have a balanced team, but I've never played a straight spellcaster before, so I'm looking for advice on the best spells for the list. So I'm a 7th level wizard, with a 19 score to intelligence, so as I'm to understand, I've learned 6 lv one spells, 5 each of lv 2 and 3, and 3 level four spells, if I direct all of my learned spells to the highest level possible. I know I'll go for a summon monster spell, fireball, haste, and scorching ray, but I'm not entirely sure of what else to get. Any suggestions? |
| smrtgmp12-02-05, 01:18 AM | Actually, you have more 1st level spells than that. You start out with 3+int mod 1st level spells at 1st level, and would get an extra 2 at 2nd level, for a total of 9. You would then learn 4 2nd, 3rd and 4th level spells for free, and 2 th level spells. At 10th level, you'll get another 2 5th level spells. Dont forget you can spend your gold on scrolls to add extra spells to your spellbook. With so many melee characters, I would focus on spells like haste, polymorph, displacement, etc to buff your melee guys. They'll love you for it, especially if you then debuff your enemies with spells like slow, enervation, and ray of enfeeblement. A hasted party against slowed enemies is a sight to behold. Use polymorph to turn them into the biggest humanoid shaped creatures you can (if they're 9th level, check out the cave troll from MM3, its absolutely brutal). I would keep a DD spell or two up your sleeve, but dont rely on them too much. Melee characters can dish out an amazing amount of damage if properly built, and there's no real sence in competing with them in this department. Besides, with that many melee guys, they'll often be in the way of your area effect spells. What books do you have access to? That will make a big difference as far as non-core reccomendations are concerned. |
| Someone12-02-05, 01:20 AM | Well, if you're looking to blast stuff, evocation is the place to look. Spells like Wall of Fire (or Wall of Ice) can disrupt an enemies' movement so that the group isn't facing them all at once. Flaming Sphere is a fun "fire and forget" spell, along with acid arrow, can keep doing damage without having to cast another spell. If your facing a lot of combat, don't forget your defenses. Mage Armor is a must. Spells like Blur or Mirror Image are also good. Protection from Energy can save you from a hostile Fireball. |
| Flay Crimsonwind12-02-05, 01:24 AM | Well, thanks for the advice, it's been really helpful. Definetly gonna add Cat's grace/Bull's strength, etc, mage armor, haste and slow, ray of enfeeblement/exhaustion, and enervation. Thank you soo much. It's us five (levels 7 to ten) against stuff like two Warlocks (level 16), and who knows, some FF characters might drop in to try and take us down, *cough*SephirothAnsemCloud*cough* Yeah, it's a hard knock life, for us....... Amazingly, the skull counts still at zero (thank you Shinobi Core Class Guy!!) |
| Flay Crimsonwind12-02-05, 01:35 AM | Actually, you have more 1st level spells than that. You start out with 3+int mod 1st level spells at 1st level, and would get an extra 2 at 2nd level, for a total of 9. You would then learn 4 2nd, 3rd and 4th level spells for free, and 2 th level spells. At 10th level, you'll get another 2 5th level spells. Dont forget you can spend your gold on scrolls to add extra spells to your spellbook. So wait, it goes like this: 1st level spells= 3(base) + 4(int mod) + 2(level two) + 1(bonus for int) 2nd level spells= 4(3rd and fourth level) + 1(bonus for int) 3rd levelspells= same math as last 4th level spells= 2(7th level) + 1(bonus for int) Is this right? What books do you have access to? That will make a big difference as far as non-core reccomendations are concerned.Well, I've only got the PHB, but my DM has access to Complete Arcana, I believe. |
| smrtgmp12-02-05, 01:43 AM | Your bonus spells affect your spells per day, not your spells known. As such, your spells known would go like this (assuming you always take the highest level spell available): 1st level: 3+int mod 1st level spells, all 0-level spells in the PHB, 2nd level: 2 1st level spells, 3rd level: 2 2nd level spells, 4th level: 2 2nd level spells, 5th level: 2 3rd level spells, 6th level: 2 3rd level spells, 7th level: 2 4th level spells, 8th level: 2 4th level spells, 9th level: 2 5th level spells. I'll get back to you in a moment with good spells from CA. |
| smrtgmp12-02-05, 01:52 AM | From CA: 1st level: At least one of the lesser orb spells. I would probably go with acid. 3rd level: Bands of steel 4th level: Anticipate teleportation (this one is especially good if you are worried about high level spellcasters), Orb of Force, Assay Resistance, Unluck, Burning Blood 5th level: Reciprocal Gyre, Freezing Fog (this is a fantastic spell, one of my all time favorites), Prismatic Ray, Sword of Deception (an often overlooked spell that is extraordinarily powerful), Greater Blink. |
| Bopple12-02-05, 01:54 AM | Summoning spells are not so good. I wouldn't recommend them, unless you aim for full-time summoner. |
| Odin_66612-02-05, 03:35 AM | @smrtgmp: he is level 7, so he can only cast up to 4th level spells. But to the topic: You should read the magic-chapter (for arcane casters at least) of the PHB. Then you will see how you determine how many spells you have in your spellbook. For the basics see the post of smrtgmp 3 posts ealier, this are the spells you get from leveling up. However if you want to know more spells than you would have from only leveling up, you can buy scrolls and pass a spellcraft-check to write them into your spellbook (for lowlevel spells) or pay a fee of 50gp per spell level and copy them into your spellbook from another caster (but I recommend to read the magic-chapter). Another way is to take the collegiate wizard feat from Complete Arcance (page 179 or so), this essentialy doubles the number of spells you be leveling up... |
| smrtgmp12-02-05, 03:49 AM | @smrtgmp: he is level 7, so he can only cast up to 4th level spells.woops. I dont know why I saw 9th. |