| Post/Author/DateTime | Post |
|---|---|
| Wonton200604-06-06, 07:43 AM | I was wondering which level 0 sorcerer/wizard spells people thought were the best ones? There was a similar thread elsewhere, but that mostly focused on level 1 spells, so I started this. My opinion: Detect Magic's always useful Read Magic's good for a wizard Detect Poison's nice to have Prestidigitation's only limitation is your imagination Dancing Lights and Ghost Sound are both interesting Caltrops (SpC) is pretty good Touch of Fatigue is actually worthwhile in combat! Wow! |
| tarkin04-06-06, 11:36 AM | I like: Detect Magic Read Magic Prestidigitation Dancing Lights Mending Mending is surprising usefull. Also, Ray of Frost is a neccesary spell for role-players. I need my beer cold. |
| redarius04-06-06, 02:29 PM | Don't forget Message. This is situationally very useful. Medium range, 10 mins/level, they can reply to what you say, etc. It's usually one of the 4 I'll have a character memorize once I get read and/or detect magic as permanency effects. Obviously, situations change... but yeah. Message is one of the 0 level spells I would learn as a Sorcerer too. Mending is great (we use this off-camera to keep our mundane gear repaired and Prestidigitation to keep it clean). Touch of Fatigue is okay but at low levels if a Sor/Wiz is making touch attacks, things are probably over anyhow. |
| solbergb04-06-06, 02:48 PM | While the above lists have most of the good candidates, "open/close" hit my MVP list for my sorceress, much to my surprise. To the point where my L13 wizard started prepping it, in spite of her much more limited spell slots. It's astoundingly useful in the low level game to be able to remotely open and shut doors, and if you are underground/indoors it can even be pretty darn good in the high level game. Aside from the obvious trapspringing implications, you can cut off a full attack, or allow a full attack or even cause a fireball to backfire on the caster if you ready it to shut the door as he tries to cast through it... This sort of thing is why many adventuring parties just sunder every door they encounter, so such tactics can't be used on them... |
| Wonton200604-06-06, 03:01 PM | Not true. I use touch spells all the time. And, read magic has no use for sorcerers, I think. |
| solbergb04-06-06, 05:40 PM | Read magic has no use for sorcerers???!!!!! Bite your tongue! Given that their spellcraft is often for the beans, it is the primary and often ONLY way they can use scrolls, solving their biggest weakness...holes in spells known that come up only once in a while (or spell diversity and slot endurance in levels 1-2) I am also not a fan of touch of fatigue, unless you're built for touch attacks and maybe stack it with chill touch or ray of enfeeblement. It takes a pretty specific kind of build though to make use of it. Mending..yeah, I often take it for roleplay explanations of how my gear stays intact after getting punctured, stabbed and crushed. Extreme cases need begging a make whole from the cleric though. Once I chained mage hand to swiftly repair the damage a dire bear did to my noble outfit. Of course one might ask why I wore a noble outfit into a forest advertised as extremely dangerous (it was a contest...I wanted to look my best....) |
| True Cavalier04-06-06, 06:05 PM | I always get 1 or 2 of Arcane Mark and graffitti my signature around "death sites" (that is, where the party goes). Yes, we're an evil group. And it's kinda neat when we picture the city guard arriving on the spot and seeing my necromancer's mark on the door. And of course all the people inside are missing. Other spells I usually prepare are Silent Portal (for those creaky doors), Unnerving Gaze (priceless), Ghost Sound (saved all our lives once) and Touch of Fatigue (for when you want to show someone that you are a powerful mage, without hurting him too much - "Uhh! My strength, what did you do, sorcerer!") |
| smrtgmp04-06-06, 06:06 PM | In addition to many of the spells mentioned above, I also like caltrops and launch item from the SC. |