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<blockquote data-quote="Kae'Yoss" data-source="post: 1128718" data-attributes="member: 4134"><p>Generally, it all depends on your brand of wizard. An evoker has different spells than an enchanter...</p><p></p><p>Tell us more about the wizard, and we will be able to help you better. (I assume that this is the poor fellow with 32 hp. Refer to your other post for defensive spells)</p><p></p><p>Some general advice (in addition to the advice above)</p><p>a)I assume that you aren't adventuring at this time. So I would prepare a small contigent of those spells you usually prepare when you are adventuring (just in case) and then concentrate on spells that make your life easier (like telekinesis and mage hand, prestidigitation...) or sell well, if you make a living by being a wizard-for-hire. Especially Identify and Analyze Dweomer, but also Minor Creation (and the follow-up spells) and Dispel Magic.</p><p></p><p>b)Some protections/buffs, and your average combat spells (for evokers, these are fireball, cone of cold etc, while an enchanter has charm person, dominate person, and so on).</p><p></p><p>c)You know these guys better than we do. Think what their weaknesses are and exploit them. Think of their strengths and counter or downplay them. For example, use dominate person on the fighter (they often have abysmal will saves) and let him grapple the cleric. Use death spells against the rogues, spells with ref saves against clerics and so on. Don't use fireball on the character with that ring of fire resistance. Protect yourself against their strenghts: Even a simple blur will give you concealment, which will foil sneak attacks. Don't use stoneskin when your fighter's main weapon is made from adamantine (you might have a better use for that slot). Use spells like waves of fatigue or touch of idiocy.</p><p></p><p>And most important: Cast protection from arrows <strong>on cour self</strong>, for the other players might target you with their dice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1128718, member: 4134"] Generally, it all depends on your brand of wizard. An evoker has different spells than an enchanter... Tell us more about the wizard, and we will be able to help you better. (I assume that this is the poor fellow with 32 hp. Refer to your other post for defensive spells) Some general advice (in addition to the advice above) a)I assume that you aren't adventuring at this time. So I would prepare a small contigent of those spells you usually prepare when you are adventuring (just in case) and then concentrate on spells that make your life easier (like telekinesis and mage hand, prestidigitation...) or sell well, if you make a living by being a wizard-for-hire. Especially Identify and Analyze Dweomer, but also Minor Creation (and the follow-up spells) and Dispel Magic. b)Some protections/buffs, and your average combat spells (for evokers, these are fireball, cone of cold etc, while an enchanter has charm person, dominate person, and so on). c)You know these guys better than we do. Think what their weaknesses are and exploit them. Think of their strengths and counter or downplay them. For example, use dominate person on the fighter (they often have abysmal will saves) and let him grapple the cleric. Use death spells against the rogues, spells with ref saves against clerics and so on. Don't use fireball on the character with that ring of fire resistance. Protect yourself against their strenghts: Even a simple blur will give you concealment, which will foil sneak attacks. Don't use stoneskin when your fighter's main weapon is made from adamantine (you might have a better use for that slot). Use spells like waves of fatigue or touch of idiocy. And most important: Cast protection from arrows [b]on cour self[/b], for the other players might target you with their dice :D [/QUOTE]
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