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General Tabletop Discussion
Character Builds & Optimization
Challenge - Optimize a 10th level wizard's spell prep
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<blockquote data-quote="Wolfwood2" data-source="post: 6717458" data-attributes="member: 39394"><p>A PC I play in a long-running but slow-moving game has just made 10th level. To give you an idea how slow-moving, this character started out in 3E, was translated to 4E, and was translated again to 5E. Slow-moving as it has been, the DM has been reasonably generous about letting me scribe new spells. Generous to the point where I have many more spells than I can actually prepare every day. So I thought it would be interesting to see what people think ought to fill his 15 spells slots (20 intelligence + 10 levels) on days where I don't know what he might encounter.</p><p></p><p> What spells should he prepare when in the city? When on the road? In the wilderness/dungeon? Choose 15 spells from the list... and choose wisely!</p><p></p><p> Relevant information:</p><p> Wizard (Conjuration) 10</p><p> Forest Gnome</p><p> Feats: Spell Sniper (please, no comments on it being a dumb choice)</p><p> Trained Skills: Investigation, Arcana, History, Persuasion</p><p> Relevant attuned magic items: Bracers of Armor (constant effects of mage armor spell), Wildshape Amulet (1/day wildshape as per a Druid 8)</p><p></p><p> Spell Slots:</p><p> 1st: 4; 2nd: 3; 3rd: 3; 4th: 3; 5th: 2</p><p></p><p> CANTRIPS KNOWN: Mage Hand; Light; Fire Bolt; Ray of Frost (spell sniper); Minor Illusion (forest gnome); Message; Prestidigitation</p><p></p><p> 1ST-LEVEL SPELLS</p><p> Alarm (ritual); Protection from Evil and Good (concentration); Shield; Mage Armor; Find Familiar; Fog Cloud (concentration); Grease; Tenser's Floating Disk (ritual); Unseen Servant (ritual); Comprehend Languages (ritual); Detect Magic (concentration) (ritual); Identify (ritual); Sleep; Magic Missile; Thunderwave; Illusory Script (ritual); Silent Image (concentration); Expeditious Retreat (Concentration)</p><p></p><p> 2ND-LEVEL SPELLS</p><p> Cloud of Daggers (Concentration); Web (Concentration); Locate Object (Concentration); Melf’s Acid Arrow; Scorching Ray; Shatter; Invisibility (Concentration); Mirror Image; Nystrul's Magic Aura; Enlarge/Reduce Person (Concentration); Levitate (Concentration); Magic Weapon (Concentration); Rope Trick</p><p></p><p> 3RD-LEVEL SPELLS</p><p> Dispel Magic; Glyph of Warding; Magic Circle; Fae Passage (new spell - pass through gate to realm of faerie); Sleet Storm (Concentration); Stinking Cloud (Concentration); Fireball; Hypnotic Pattern; Major Image (concentration); Phantom Steed (ritual); Fly (Concentration); Gaseous Form (Concentration)</p><p></p><p> 4TH-LEVEL SPELLS</p><p> Conjure Minor Elementals (Concentration); Dimension Door; Fire Shield; Wall of Fire (Concentration); Fabricate; Polymorph (Concentration)</p><p></p><p> 5TH-LEVEL SPELLS</p><p> Cloudkill (Concentration); Conjure Elemental (Concentration); Teleport Circle; Contact Other Plane (Ritual); Bigby’s Hand; Wall of Force; Dream; Seeming</p><p></p><p> The tricky part is that so many of these spells are concentration. So for a general load-out, what 15 would you pick?</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 6717458, member: 39394"] A PC I play in a long-running but slow-moving game has just made 10th level. To give you an idea how slow-moving, this character started out in 3E, was translated to 4E, and was translated again to 5E. Slow-moving as it has been, the DM has been reasonably generous about letting me scribe new spells. Generous to the point where I have many more spells than I can actually prepare every day. So I thought it would be interesting to see what people think ought to fill his 15 spells slots (20 intelligence + 10 levels) on days where I don't know what he might encounter. What spells should he prepare when in the city? When on the road? In the wilderness/dungeon? Choose 15 spells from the list... and choose wisely! Relevant information: Wizard (Conjuration) 10 Forest Gnome Feats: Spell Sniper (please, no comments on it being a dumb choice) Trained Skills: Investigation, Arcana, History, Persuasion Relevant attuned magic items: Bracers of Armor (constant effects of mage armor spell), Wildshape Amulet (1/day wildshape as per a Druid 8) Spell Slots: 1st: 4; 2nd: 3; 3rd: 3; 4th: 3; 5th: 2 CANTRIPS KNOWN: Mage Hand; Light; Fire Bolt; Ray of Frost (spell sniper); Minor Illusion (forest gnome); Message; Prestidigitation 1ST-LEVEL SPELLS Alarm (ritual); Protection from Evil and Good (concentration); Shield; Mage Armor; Find Familiar; Fog Cloud (concentration); Grease; Tenser's Floating Disk (ritual); Unseen Servant (ritual); Comprehend Languages (ritual); Detect Magic (concentration) (ritual); Identify (ritual); Sleep; Magic Missile; Thunderwave; Illusory Script (ritual); Silent Image (concentration); Expeditious Retreat (Concentration) 2ND-LEVEL SPELLS Cloud of Daggers (Concentration); Web (Concentration); Locate Object (Concentration); Melf’s Acid Arrow; Scorching Ray; Shatter; Invisibility (Concentration); Mirror Image; Nystrul's Magic Aura; Enlarge/Reduce Person (Concentration); Levitate (Concentration); Magic Weapon (Concentration); Rope Trick 3RD-LEVEL SPELLS Dispel Magic; Glyph of Warding; Magic Circle; Fae Passage (new spell - pass through gate to realm of faerie); Sleet Storm (Concentration); Stinking Cloud (Concentration); Fireball; Hypnotic Pattern; Major Image (concentration); Phantom Steed (ritual); Fly (Concentration); Gaseous Form (Concentration) 4TH-LEVEL SPELLS Conjure Minor Elementals (Concentration); Dimension Door; Fire Shield; Wall of Fire (Concentration); Fabricate; Polymorph (Concentration) 5TH-LEVEL SPELLS Cloudkill (Concentration); Conjure Elemental (Concentration); Teleport Circle; Contact Other Plane (Ritual); Bigby’s Hand; Wall of Force; Dream; Seeming The tricky part is that so many of these spells are concentration. So for a general load-out, what 15 would you pick? [/QUOTE]
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