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Best wizard spell selection IRL
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<blockquote data-quote="77IM" data-source="post: 7566052" data-attributes="member: 12377"><p>Ohhh this sounds fun!</p><p></p><p>FYI, by my calculations, at 20th level you should have 48 spells, 8 of which are level 9 (because you get 2 spells at each of levels 17, 18, 19, and 20).</p><p></p><p><strong>Cantrips</strong></p><p><em>fire bolt </em>-- kill people with fire all day long</p><p><em>light</em> -- just a neat trick really</p><p><em>mage hand</em> -- for when I can't reach the remote control</p><p><em>mending</em> -- in case I break something</p><p><em>prestidigitation</em> -- instantly destroy forensic evidence</p><p></p><p><strong>Level 1</strong></p><p><em>detect magic</em> -- uh, in case I forgot where I put all my magic</p><p><em>disguise self</em> -- to sneak around</p><p><em>feather fall</em> -- just in case!</p><p><em>identify</em> -- in case there are magic items running around</p><p><em>mage armor</em> -- for not getting shot</p><p><em>shield</em> -- for REALLY not getting shot</p><p><em>sleep</em> -- non-lethal take-down, or use it on my self every night</p><p><em>unseen servant</em> -- I am lazy</p><p></p><p><strong>Level 2</strong></p><p><em>detect thoughts</em> -- mind reading!</p><p><em>invisibility</em> -- for super sneaking</p><p><em>misty step</em> -- get out of melee quick</p><p><em>suggestion</em> -- one of the most useful enchantments</p><p></p><p><strong>Level 3</strong></p><p><em>counterspell</em> -- in case there are any other mages around</p><p><em>dispel magic</em> -- for things I goof up</p><p><em>fireball</em> -- a classic explody spell</p><p><em>glyph of warding</em> -- because I think I can load this up with an 8th-level <em>heal</em> spell (simulated by <em>wish</em>) and then use <em>contingency</em> to <em>plane shift</em> myself to this glyph upon reaching 0 hit points</p><p><em>nondetection</em> -- if wizards are real I'm going to be kinda paranoid</p><p><em>sending</em> -- long-range telepathy could be cool</p><p></p><p><strong>Level 4</strong></p><p><em>banishment</em> -- for any pesky extraplanar creatures, or just to disappear someone temporarily while I escape</p><p><em>fabricate</em> -- well I'd need to pick up some tool proficiencies to really make use of this but it would still be super handy for furnishing my totally good lair</p><p><em>Mordenkainen's private sanctum</em> -- did I mention becoming paranoid</p><p><em>polymorph</em> -- I've always wanted to turn into animals</p><p></p><p><strong>Level 5</strong></p><p><em>scrying</em> -- to spy on people! duh</p><p><em>telekinesis</em> -- for the heavy lifting</p><p></p><p><strong>Level 6</strong></p><p><em>contingency</em> -- good for emergencies</p><p><em>chain lightning</em> -- better than fireball for not hitting innocent bystanders</p><p><em>globe of invulnerability</em> -- great against enemy mages</p><p><em>true seeing</em> -- in case of illusionists</p><p></p><p><strong>Level 7</strong></p><p><em>Mordenkainen's magnificent mansion</em> -- live in luxury, any time, any place</p><p><em>plane shift</em> -- so I can really get into big trouble</p><p><em>symbol</em> -- to protect my evil lair (uh I meant totally good lair)</p><p><em>teleport</em> -- so I can really get out of big trouble</p><p></p><p><strong>Level 8</strong></p><p><em>clone</em> -- live forever!</p><p><em>control weather</em> -- people just kind of expect this from you if you're a high-level spellcaster</p><p><em>demiplane</em> -- someplace to store my clone!</p><p><em>mind blank</em> -- to hide from other casters</p><p></p><p><strong>Level 9</strong></p><p><em>foresight</em> -- to just be better at everything</p><p><em>gate</em> -- for going to new places and making new friends</p><p><em>imprisonment</em> -- because by the time I got 9th level spells I'd probably be a power-mad jerk and trapping people in gems sounds about right</p><p><em>meteor swarm</em> -- sometimes you just need to nuke a place</p><p><em>shapechange</em> -- this just sounds really fun</p><p><em>time stop</em> -- this just sounds incredibly useful</p><p><em>true polymorph</em> -- because by the time I got 9th level spells I'd probably be a power-mad jerk and turning people into turds sounds about right</p><p><em>wish</em> -- for those times when I want to cast a spell I don't have</p><p></p><p><strong>Arcane Tradition:</strong> Abjuration. Because I'm a big weenie.</p><p><strong>Spell Mastery:</strong> <em>mage armor</em>, for all-day protection; <em>misty step</em>, for constant teleportation.</p><p><strong>Signature Spells:</strong> <em>sending</em>, to keep in touch with people; and <em>nondetection</em>, again, because I am a big weenie.</p><p></p><p></p><p>EDIT: Swapped out <em>teleportation circle</em>, which is too expensive (see [MENTION=64790]AtomicPope[/MENTION]'s excellent analysis, below), for <em>glyph of warding</em>, just so that I can do a cheeseball <em>heal</em>-panic-escape-<em>cure wounds</em> trick. Also swapped out <em>magic missile</em>, which has unimpressive damage compared to <em>fire bolt</em> at level 20, for <em>identify</em>, because if wizards are a thing I have to assume magic items might be a thing. Also changed Spell Mastery (got <em>misty step</em>, which is fun, and dropped <em>detect thoughts</em>, which is kinda mean) and Signature Spells (got rid of <em>counterspell</em>, which isn't that useful 1/rest, in exchange for <em>sending</em>, which is potentially very useful on a short rest).</p></blockquote><p></p>
[QUOTE="77IM, post: 7566052, member: 12377"] Ohhh this sounds fun! FYI, by my calculations, at 20th level you should have 48 spells, 8 of which are level 9 (because you get 2 spells at each of levels 17, 18, 19, and 20). [B]Cantrips[/B] [I]fire bolt [/I]-- kill people with fire all day long [I]light[/I] -- just a neat trick really [I]mage hand[/I] -- for when I can't reach the remote control [I]mending[/I] -- in case I break something [I]prestidigitation[/I] -- instantly destroy forensic evidence [B]Level 1[/B] [I]detect magic[/I] -- uh, in case I forgot where I put all my magic [I]disguise self[/I] -- to sneak around [I]feather fall[/I] -- just in case! [I]identify[/I] -- in case there are magic items running around [I]mage armor[/I] -- for not getting shot [I]shield[/I] -- for REALLY not getting shot [I]sleep[/I] -- non-lethal take-down, or use it on my self every night [I]unseen servant[/I] -- I am lazy [B]Level 2[/B] [I]detect thoughts[/I] -- mind reading! [I]invisibility[/I] -- for super sneaking [I]misty step[/I] -- get out of melee quick [I]suggestion[/I] -- one of the most useful enchantments [B]Level 3[/B] [I]counterspell[/I] -- in case there are any other mages around [I]dispel magic[/I] -- for things I goof up [I]fireball[/I] -- a classic explody spell [I]glyph of warding[/I] -- because I think I can load this up with an 8th-level [I]heal[/I] spell (simulated by [I]wish[/I]) and then use [I]contingency[/I] to [I]plane shift[/I] myself to this glyph upon reaching 0 hit points [I]nondetection[/I] -- if wizards are real I'm going to be kinda paranoid [I]sending[/I] -- long-range telepathy could be cool [B]Level 4[/B] [I]banishment[/I] -- for any pesky extraplanar creatures, or just to disappear someone temporarily while I escape [I]fabricate[/I] -- well I'd need to pick up some tool proficiencies to really make use of this but it would still be super handy for furnishing my totally good lair [I]Mordenkainen's private sanctum[/I] -- did I mention becoming paranoid [I]polymorph[/I] -- I've always wanted to turn into animals [B]Level 5[/B] [I]scrying[/I] -- to spy on people! duh [I]telekinesis[/I] -- for the heavy lifting [B]Level 6[/B] [I]contingency[/I] -- good for emergencies [I]chain lightning[/I] -- better than fireball for not hitting innocent bystanders [I]globe of invulnerability[/I] -- great against enemy mages [I]true seeing[/I] -- in case of illusionists [B]Level 7[/B] [I]Mordenkainen's magnificent mansion[/I] -- live in luxury, any time, any place [I]plane shift[/I] -- so I can really get into big trouble [I]symbol[/I] -- to protect my evil lair (uh I meant totally good lair) [I]teleport[/I] -- so I can really get out of big trouble [B]Level 8[/B] [I]clone[/I] -- live forever! [I]control weather[/I] -- people just kind of expect this from you if you're a high-level spellcaster [I]demiplane[/I] -- someplace to store my clone! [I]mind blank[/I] -- to hide from other casters [B]Level 9[/B] [I]foresight[/I] -- to just be better at everything [I]gate[/I] -- for going to new places and making new friends [I]imprisonment[/I] -- because by the time I got 9th level spells I'd probably be a power-mad jerk and trapping people in gems sounds about right [I]meteor swarm[/I] -- sometimes you just need to nuke a place [I]shapechange[/I] -- this just sounds really fun [I]time stop[/I] -- this just sounds incredibly useful [I]true polymorph[/I] -- because by the time I got 9th level spells I'd probably be a power-mad jerk and turning people into turds sounds about right [I]wish[/I] -- for those times when I want to cast a spell I don't have [B]Arcane Tradition:[/B] Abjuration. Because I'm a big weenie. [B]Spell Mastery:[/B] [I]mage armor[/I], for all-day protection; [I]misty step[/I], for constant teleportation. [B]Signature Spells:[/B] [I]sending[/I], to keep in touch with people; and [I]nondetection[/I], again, because I am a big weenie. EDIT: Swapped out [I]teleportation circle[/I], which is too expensive (see [MENTION=64790]AtomicPope[/MENTION]'s excellent analysis, below), for [I]glyph of warding[/I], just so that I can do a cheeseball [I]heal[/I]-panic-escape-[I]cure wounds[/I] trick. Also swapped out [I]magic missile[/I], which has unimpressive damage compared to [I]fire bolt[/I] at level 20, for [I]identify[/I], because if wizards are a thing I have to assume magic items might be a thing. Also changed Spell Mastery (got [I]misty step[/I], which is fun, and dropped [I]detect thoughts[/I], which is kinda mean) and Signature Spells (got rid of [I]counterspell[/I], which isn't that useful 1/rest, in exchange for [I]sending[/I], which is potentially very useful on a short rest). [/QUOTE]
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