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3.5E wizard build for old newbie
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<blockquote data-quote="roguerouge" data-source="post: 4529936" data-attributes="member: 13855"><p>Are you using Spell Compendium? If you are, here's some low level spells to consider:</p><p></p><p>* Amanuensis (0): easily and quickly copy nonmagical text. The academic's friend.</p><p>* Benign Transposition (1): A spell without antecedent in the core, which is cool. Even better, it's fun, fun, fun! You get to switch two allies position on the board. In melee combat? Switch yourself with the party cleric! Or the rogue leaps in to do a sneak attack on round one, then you get the rogue out of harm's way by switching him with the fighter.</p><p>* The orb spells: scaling damage.</p><p>* Sonic blast: damage plus deafness.</p><p>* Thunderhead: not the best mechanically, but, come on, who doesn't want to be able to conjure a thundercloud over someone's head and have little lightning bolts strike them?</p><p>* Ray of Clumsiness: To the extent that you believe that Dex is a god-stat is to the precise extent that you believe that this spell is better than the core's Ray of Enfeeblement.</p><p>* Malevolent Miasma (2): area of effect nonlethal damage.</p><p>* Baleful Transposition (2): switch any two creatures on the board. </p><p>* Bonefiddle (2): One of the grossest direct damage spells out there.</p><p>* Ray of Sickness (2): Hit target with ranged touch attack and there's no save against being sickened for 1 rd/level.</p><p>* Greater Slide (2): Move creature 20 feet.</p><p>* Servant Horde (3): 2d6+1/level unseen servants. Use Polish mine detectors to set off traps without that pesky moral pang.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4529936, member: 13855"] Are you using Spell Compendium? If you are, here's some low level spells to consider: * Amanuensis (0): easily and quickly copy nonmagical text. The academic's friend. * Benign Transposition (1): A spell without antecedent in the core, which is cool. Even better, it's fun, fun, fun! You get to switch two allies position on the board. In melee combat? Switch yourself with the party cleric! Or the rogue leaps in to do a sneak attack on round one, then you get the rogue out of harm's way by switching him with the fighter. * The orb spells: scaling damage. * Sonic blast: damage plus deafness. * Thunderhead: not the best mechanically, but, come on, who doesn't want to be able to conjure a thundercloud over someone's head and have little lightning bolts strike them? * Ray of Clumsiness: To the extent that you believe that Dex is a god-stat is to the precise extent that you believe that this spell is better than the core's Ray of Enfeeblement. * Malevolent Miasma (2): area of effect nonlethal damage. * Baleful Transposition (2): switch any two creatures on the board. * Bonefiddle (2): One of the grossest direct damage spells out there. * Ray of Sickness (2): Hit target with ranged touch attack and there's no save against being sickened for 1 rd/level. * Greater Slide (2): Move creature 20 feet. * Servant Horde (3): 2d6+1/level unseen servants. Use Polish mine detectors to set off traps without that pesky moral pang. [/QUOTE]
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