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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="steeldragons" data-source="post: 6717569" data-attributes="member: 92511"><p>I suppose I should preface all of this by saying, I don't "optimize" characters. So take the below with a grain of salt. But given the options you present, the following seems to make sense to me for a flavorful and helpful conjurer.</p><p></p><p>1st: Fog Cloud (for the conjuration flavor as much as the defensive use), Detect Magic (for utility), Sleep and Thunderwave (for offense/crowd control). Most of your utility is in ritual, which is great! Exactly as it should be/I would be trying to do it as a wizard PC of any specialty. So use Alarm whenever you hunker down for the night. Unseen Servant on a rest, just because/to be magicky/help you out with setting up or packing or cooking or whatever. Comprehend Languages, of course, as it arises. Identify on rests, as necessary. Right there, you've doubled your effectiveness/contribution and 1st level spell output without having to prepare more than 4.</p><p></p><p>2nd: Cloud of Daggers (again conjuration flavor along with defense), Web, Invisibility (for personal safety/hiding if necessary), Scorching Ray (for direct offense, if needed. If you take 3 spells in 4th or 5th, see below, then drop Scorching Ray).</p><p></p><p>3rd: Dispel Magic (always a must, to have "in case"), Fireball (your "SURPRISE!" damage spell), Fae Passage (always prepare this as an absolute last resort escape route) </p><p></p><p>4th: Conjure Minor Elementals (obvious conjure flavor & offense), Wall of Fire (offense or defense as necessary). If not on the road/in a necessarily dangerous situation, maybe add Fabricate as well for conjure flavor as much as utility. But most times, I'd probably only prepare the two to use among the three slots or save the third slot to cast a lower level spell with.</p><p></p><p>5th: I'd say take Teleport Circle or Seeming (useful for the whole group for escape and/or infiltration). With either of those, Wall of Force is just too good to not take as a matter of course.</p><p></p><p>I would generally leave Conjure Elemental (is anyone else horrified/mystified that this is not castable as a ritual?) alone unless I was preparing/knowing I was going into a BIG fight...and even then, is the potential offensive power more or less useful than the ability to get everyone out in a flash (teleport circle) or defend everyone from...well, pretty much anything (wall of force)?</p><p></p><p>Think that makes a flavorful, useful, and deceptively powerful gnomish conjurer.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6717569, member: 92511"] I suppose I should preface all of this by saying, I don't "optimize" characters. So take the below with a grain of salt. But given the options you present, the following seems to make sense to me for a flavorful and helpful conjurer. 1st: Fog Cloud (for the conjuration flavor as much as the defensive use), Detect Magic (for utility), Sleep and Thunderwave (for offense/crowd control). Most of your utility is in ritual, which is great! Exactly as it should be/I would be trying to do it as a wizard PC of any specialty. So use Alarm whenever you hunker down for the night. Unseen Servant on a rest, just because/to be magicky/help you out with setting up or packing or cooking or whatever. Comprehend Languages, of course, as it arises. Identify on rests, as necessary. Right there, you've doubled your effectiveness/contribution and 1st level spell output without having to prepare more than 4. 2nd: Cloud of Daggers (again conjuration flavor along with defense), Web, Invisibility (for personal safety/hiding if necessary), Scorching Ray (for direct offense, if needed. If you take 3 spells in 4th or 5th, see below, then drop Scorching Ray). 3rd: Dispel Magic (always a must, to have "in case"), Fireball (your "SURPRISE!" damage spell), Fae Passage (always prepare this as an absolute last resort escape route) 4th: Conjure Minor Elementals (obvious conjure flavor & offense), Wall of Fire (offense or defense as necessary). If not on the road/in a necessarily dangerous situation, maybe add Fabricate as well for conjure flavor as much as utility. But most times, I'd probably only prepare the two to use among the three slots or save the third slot to cast a lower level spell with. 5th: I'd say take Teleport Circle or Seeming (useful for the whole group for escape and/or infiltration). With either of those, Wall of Force is just too good to not take as a matter of course. I would generally leave Conjure Elemental (is anyone else horrified/mystified that this is not castable as a ritual?) alone unless I was preparing/knowing I was going into a BIG fight...and even then, is the potential offensive power more or less useful than the ability to get everyone out in a flash (teleport circle) or defend everyone from...well, pretty much anything (wall of force)? Think that makes a flavorful, useful, and deceptively powerful gnomish conjurer. [/QUOTE]
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