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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="Rofel Wodring" data-source="post: 7351902" data-attributes="member: 6873189"><p>A few things:</p><p></p><p>Unless you have something like a Spell Gem or a Tome of the Stilled Tongue, you can't use Glyph of Warding with 9th level spells. A huge shame. But if you can finagle one of those, you get Wish and True Polymorph and Foresight as options, which hugely increases your options.</p><p></p><p>Enhance Ability - It would be a very good choice, but it's not on the wizard spell list unfortunately.</p><p>Magic Weapon - Not legal, the spell glyph must target a single creature or an area.</p><p>Spider Climb - Not a bad choice, but generally not really worth a 3rd and 2nd-level spell slot and the 200 gp.</p><p>Protection from Elements - Good party buff if you know you're facing a certain kind of effect and people are willing to chip in the money.</p><p>Polymorph - Good if you just want to turn a party member into a T-Rex or Giant Ape, but loses luster over time.</p><p>Anti-Life Shell - Self-targeted, unfortunately, so would just protect the glyph.</p><p>Control Winds - Range limitations, problems with control since it's the glyph doing it.</p><p>Mislead - Self-range, unfortunately.</p><p>Find the Path - Self-range.</p><p>Move Earth - Range limitations, so slow it's a downtime spell anyway.</p><p>Conjure Celestial - It's okay for guarding a specific area, but since the glyph is the one controlling it good luck getting it to do anything complex. If your DM will let you get away with a set of instructions of 'follow the orders of anyone wearing the Symbol of the Dark Crow', then it becomes VERY good (and possibly game-breaking).</p><p>Anti-Magic Field - Self-range.</p><p>Control Weather - This is a good spell in downtime if there's a specific weather condition you want and you have enough time to change your spell slot. But it's not that big of a deal. Extra damage for Call Lightning? Sleet Storm you can't really control? I don't know.</p><p>True Polymorph - Too high level without magical items.</p></blockquote><p></p>
[QUOTE="Rofel Wodring, post: 7351902, member: 6873189"] A few things: Unless you have something like a Spell Gem or a Tome of the Stilled Tongue, you can't use Glyph of Warding with 9th level spells. A huge shame. But if you can finagle one of those, you get Wish and True Polymorph and Foresight as options, which hugely increases your options. Enhance Ability - It would be a very good choice, but it's not on the wizard spell list unfortunately. Magic Weapon - Not legal, the spell glyph must target a single creature or an area. Spider Climb - Not a bad choice, but generally not really worth a 3rd and 2nd-level spell slot and the 200 gp. Protection from Elements - Good party buff if you know you're facing a certain kind of effect and people are willing to chip in the money. Polymorph - Good if you just want to turn a party member into a T-Rex or Giant Ape, but loses luster over time. Anti-Life Shell - Self-targeted, unfortunately, so would just protect the glyph. Control Winds - Range limitations, problems with control since it's the glyph doing it. Mislead - Self-range, unfortunately. Find the Path - Self-range. Move Earth - Range limitations, so slow it's a downtime spell anyway. Conjure Celestial - It's okay for guarding a specific area, but since the glyph is the one controlling it good luck getting it to do anything complex. If your DM will let you get away with a set of instructions of 'follow the orders of anyone wearing the Symbol of the Dark Crow', then it becomes VERY good (and possibly game-breaking). Anti-Magic Field - Self-range. Control Weather - This is a good spell in downtime if there's a specific weather condition you want and you have enough time to change your spell slot. But it's not that big of a deal. Extra damage for Call Lightning? Sleet Storm you can't really control? I don't know. True Polymorph - Too high level without magical items. [/QUOTE]
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