| Post/Author/DateTime | Post |
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| pokkie01-01-05, 03:30 PM | Hello all, We have been searching the forums have been unable to find a single thread that discuss/list some of the "essential" wizard spells available. Now, we understand it all depends on the actual situtation and the type of wizard that you play. So in order to simply the situation, let us try and categorize a few basic wizard builds. 1.) Generalist (Try and stay away from melee as much as possible, but have a wide variety of spells that can hinder/slow or even damage opponents with the occasional magic missle. Cast mostly summon spells and can create a few items) 2.) Evoker (Master blaster, focussing on evocation, fireball, etc.) 3.) Illusion specialist (Focusing on illusions, etc.) Now, we are sure there are plenty of other builds, but these are the basic ones that we know. (Keeping with core books) So, we was wondering if you guys/gals could list your essential/favourite spells either according to the categories described above, or just some of your favourite spells to use in general. Spells of all levels would be of much use. Also list, which spells you would actually memorize, which you would have on a wand and which you would have on scrolls. Feel free to let us know if there any other builds and the spells that they use. Regards, -- Pokkie |
| Seeker9501-01-05, 06:03 PM | The answers to this are not only subjective, but they vary from situation to situation, character build to character build, objective to objective and campaign to campaign. The answer is: It really is up to you. No matter what. |
| Doug McCrae01-01-05, 08:55 PM | Fireball. For all three. |
| Melpomene01-01-05, 09:09 PM | I have this "thing" with Stop Heart... only one NPC in my campaign casts it, but it's always such a wonderful thing when she does.... |
| Joklun01-01-05, 09:24 PM | I would search the forums for a "must have" sorcerer spells..... Since they have access to the same spell list and that sorcerer are much more limited in their choice of spells, I guess you risk finding the good ones that way. |
| Oakspar7777701-01-05, 11:16 PM | Well, other than Lv 0-1 spells, you get 4 spells per level free. Others cost. Thus for each level, I prioritize like this: 1st - The best killing spell per level. This will be a requirement for survival at every level, as you always need the best weapons at your disposal, and your highest level spell slots will always be devoted to the most sure fire killing spells you have. 2nd - Alternative win conditions. Think Sleep, Charm Person, Hold Person, Disentegrate, or other means to overcomming combat without having to damage the foe to death. At higher levels this might just be a point and kill rather than area kill spell. 3rd - Protection. This might be classic protection and resistance spells, or Dispel Magic and its kin. Escape spells also fall into this catagory (like Invisibility, etc) as do most "Field changers" like Walls and Web. 4th - Utility spells. Summoning, Identifying, Finding, Illusions, etc. This also includes spells to transport you long distances, create safe places to rest, or other similar tasks. Now, this does not mean that your four spells per spell level will fall into these catagories. Rather, these catagories prioritize the ORDER in which you pick your spells. Do not go down to take spells lower in the order until you have sufficiently filled each of the levels above it. That does mean that you will end up buying most (if not all) of your utility spells. That is ok, however, as they will usually be lower level spells by the time you would bother to devote a slot to them anyways. Your higher level spell slots are always reserved for those spells that you know that you will need evey day. Thus, while FLY is a great spell, it is a 3rd to 4th priority. At level 5, being able to Fly does protect you well, but not as much as blowing up the foe with 2 FIREBALLS that day. You would never devote a slot to it until you had sufficient blasting power (Wand of Fireballs or higher level blasting spells). Thus, HOLD and FIREBALL are better 1st and 2nd choices. FLY and DISPEL MAGIC make great 3rd and 4th choices. The other choices are only limited by your resources, making you choose based on what it is worth to you. |
| pokkie01-02-05, 05:55 AM | Thank you for the adivce oak, will certainly take note of it. Do you normally specialize in a school with that kind of system? I know that it all depends on the world, DM, camp, etc, etc. but just as a general principle of the matter. |
| Rancorpit01-02-05, 06:39 AM | I love True Strike. Especially a quickened True Strike. :D Limited Wish is almost a must have for any wizard (and probably sorcerer; I haven't played any, so I don't know): for a small price of 300 XP you can cast almost any spell of 6th or lower level. Really handy for those "sh**, why didn't I prepare Darkvision?" situations. |
| solbergb01-03-05, 07:19 PM | Nothing is essential. But to accomplish your goals efficiently from level 1-20 and keep the flavor of wizards described below, these might be a decent choice for the free spells known. Sorcerer list would be different. 1.) Generalist (Try and stay away from melee as much as possible, but have a wide variety of spells that can hinder/slow or even damage opponents with the occasional magic missle. Cast mostly summon spells and can create a few items) -- Pokkie This character starts with battlefield control, then mobility, then utility with a smattering of direct damage spells. Utility is highly important though, since he wants to craft items....but they won't be his first picks All levels: Summon Monster XX L1: Grease, Magic Missile, Xp Retreat L2: Web, Glitterdust, Levitate L3: Slow, Fireball, Haste L4: Evard's Tentacles, Confusion, Dimension Door L5: Wall Force, Telekenesis, Teleport L6: Acid Fog, Gr Dispel Magic, Contingency L7: Reverse Gravity, Wave Exhaustion, Limited Wish L8: Prismatic Wall, Maze, Poly Any Object L9: Gate, Wish, Shapechange 2.) Evoker (Master blaster, focussing on evocation, fireball, etc.) -- Pokkie This character wants to be able to do area damage, single target damage, disrupt magic and put up walls. Traditionally they've got the defense to the usual suspects of attacks too. Leomund's hut, by the way, is kind of like invisibility for your lesser globe and your precise location...it is opaque if you are outside it even to see invisible or true seeing. L1: Magic Missile, Burning Hands, Shield, Tenser's Disk L2: Searing Ray, Glitterdust, See Invisible, Shatter L3: Fireball, Wind Wall, Dispel Magic, Leomund's Hut L4: Wall Fire, Wall Ice, Resilient Sphere, Lesser Globe Invuln L5: Cone Cold, Wall Force, Dismissal, Teleport L6: Chain Lightining, Disintegrate, Contingency, Antimagic Field L7: Del Bl Fireball, Mordenkeinen Sword, Grasping Hand, Prismatic Spray L8: Sunburst, Horrid Wilting, Telekenetic Sphere, Power Word Stun L9: Meteor Swarm, Wish, Mord Disjunction, Time Stop 3.) Illusion specialist (Focusing on illusions, etc.) -- Pokkie This char uses illusions for offense, defense, utility and probably is a gnome and has both spell focus and greater spell focus illusion. He may also have heigten spell to raise save DC's on key spells such as color spray and phantasmal killer. A couple evocations and conjurations to get past the lower level "hump" where illusions aren't as strong, and to mix in some real stuff with the illusions. Also some things that lower saves. L1: Color Spray, Silent Image, Magic Missile, Disguise Self L2: Mirror Image, Blur, Invisibility, Glitterdust L3: Major Image, Displacement, Invis Sphere, Fireball L4: Shadow Conjuration, Phantasmal Killer, Greater Invisibility, Enervation L5: Shadow Evocation, Mirage Arcana, Mind Fog, Teleport L6: Veil, Shadow Walk, True Seeing, Gr Dispel Magic L7: Gr Shadow Conjuration, Limited Wish, Project Image, Gr Scrying L8: Gr Shadow Evocation, Screen, Scintilating Pattern, Mind Blank L9: Shades, Weird, Wish, Energy Drain There are no must haves (my illusionist did without magic missile until level 10, and is still doing without many of these spells at level 13), but you have to think about what you want to be good at and pick those spells first. |
| pokkie01-03-05, 07:34 PM | solbergb, thank you very much for your reply. exactly what I was looking for. |
| Kaboth01-03-05, 08:26 PM | Well, other than Lv 0-1 spells, you get 4 spells per level free. Others cost. OKay, I am semi new to 3.5, and really new to wizards. I was under the impression you only get two spells automatically when you achieve a new level? FYI, I am trying something different for our campaign. I am a generalist wizard and I plan to go loremaster and probably archmage after that. Assuming we get to high levels of course. |
| Bonzai01-03-05, 09:33 PM | Yes you get two spells per wizard lvl free. What they meant was that if each wizard lvl you select 2 spells from your highest spell lvl, you get 4 free spells from each spell lvl. As others said, there are few "Essential" spells, but some that are better than others. My advice? Role play! Pick what works best for your character. My favorite character of all time was a Wizard Rogue hibrid. He focused more on utility, as his ability to damage with spells was far below an equivilent character lvl pure caster. However, he was never a 5th wheel as he often had spells handy that the other casters wouldn't bother to prepare. And in combat, his spells would nhance his abilities. A rogue with bulls strength, cat's grace, and True Strike can hurt, even though they are all low lvl spells. |
| Kyy'Dakh01-04-05, 09:20 AM | Where does it say anything about getting extra spells of your lower levels, Bonzai? All I've seen is two spells, period. There is a feat in Complete Arcane that does let a wizard learn four every level, though. |
| Nagol01-04-05, 10:54 AM | A Wizard receives 2 free spells every class level. If you only choose spells from your highest available spell level, you will choose 4 spells from that spell level over two class levels. For example a 5th level Wizard chooses 2 spells, both 3rd level. At 6th level he again chooses 2 3rd level spells bringing the total 3rd level spells in his book to 4. Bonsai simply said it differently. He did not imply you get 2 spells per spell level per wizard level. |
| carnivore01-04-05, 01:37 PM | for a little more help try these links: http://boards1.wizards.com/showthread.php?t=183763 http://boards1.wizards.com/showthread.php?t=131883 http://boards1.wizards.com/showthread.php?t=183763 or just go here and look around: http://boards1.wizards.com/showthread.php?t=213480 hope they help :D |
| solbergb01-04-05, 03:10 PM | Those lists are nice but remember a sorcerer is in a very different situation than a wizard. The Wiz chooses spells based on "what do I need in my spellbook when these spells will be my highest level slots which are very limited in number", knowing he can trade for, find etc more lower level spells later to round out his spells known. The Sorc chooses spells based on "how will this spell fit in with my other spells known to expand my capability not only now but in the future when this is NOT my highest level spell", a consideration which includes the larger number of spell slots even when he first gets a spell of a new power level and any metamagic feats he might have. With only limited ability to shift spells, it is much more important to have a variety of spells known, not just "the best stopper at each spell level". My suggestions were made assuming that the wiz wasn't stuck with these spells as his ONLY spells for those slots ever...rather that these are, say, the 4th level spells he'll need most in the level 7-8 range. |
| Rakasha#501-04-05, 09:21 PM | I Can't Beleive You All Forgot Prestidigitation, A Must Have For All Wizards, No Ifs Ands Or Buts. |
| Kyy'Dakh01-05-05, 09:03 AM | Heh, yeah. The all-purpose cantrip handy for non-combat purposes. Some people even consider an item of Prestidigitation to be essential. |
| Mirikon01-05-05, 05:10 PM | Magic Missile is always nice. There isn't really anything it /doesn't/ damage. Fireball and Lightning Bolt are two good ones, too. There's also Prestigitation, Mage Armor, and Fly. |
| Vharuck01-05-05, 05:22 PM | What happened to the (usually not allowed) Necromancer build? You know, taking advantage of that 4 HD x CL of minions. Most DMs (myself included) will be adverse to this build, but if done right and with flavor (and recognizing that it is an evil act), it would work well. |
| solbergb01-05-05, 07:40 PM | I Can't Beleive You All Forgot Prestidigitation, A Must Have For All Wizards, No Ifs Ands Or Buts. ALL wizards get prestidigitation....actually they get ALL cantrips. So it doesn't come up. Necromancer build, core only. Many stackable debuffs oriented around str drain, fatigue, fear and level drain. Again remember these are early picks for the necromancer, he'll have a bunch of other spells too. This guy knows both how to draw on necromatic powers, but is very efficient at detecting and killing undead via their weaknesses to certain evocations. Later on he explores the boundaries of death, creating new bodies and binding souls. I stayed away from spells that create undead as too expensive to be worthwhile, but you could mix some in. L1: Ray of enfeeblement, Magic Missile, Detect undead, Cause Fear L2: False Life, Blind/Deaf, Command Undead, See Invisible L3: Ray Exhaust, Vampiric Touch, Explosive Runes, Dispel Magic L4: Enervation, Fear, Bestow Curse, Wall of Fire (2x damage vs undead) L5: Magic Jar, Wave Fatigue, Wall of Force, Teleport L6: Eyebite, Circle of Death, Undeath to Death, Disintegrate L7: Wave of Exhaustion, Finger of Death, Limited Wish, Etherial Jaunt L8: Horrid Wilting, Clone, Sunburst, Moment of of Prescience L9: Energy Drain, Wail of Banshee, Wish, Soul Bind |