Choosing Arcane Spells

LokiDR

First Post
I find Wizards in D&D 3rd edition particually interesting for one reason: spell selection. A wizard must scribe every spell he gets into a spell book, which takes time and money. A wizard must select the spells (and metamagic feats) they want at the begining of the day.

So here is the question: what spells are standards in your book? I don't mean strongest combo, I mean those spells which you get the greatest use out of casting. Why do you think these spells are the "standard"? I would like to hear what you believe most every wizard (or sorcerer for that matter) should take.


Here is my list:

Magic Missile- scalable damage, never misses. Good at low levels, mid levels, and still useful at high levels

Alter self- disguise, mobility before fly, or just the handy extra arm.

Invisiblity- if only for the ability to get away. But the party rogue will be your friend forever too.

Haste- four words, extra spell per round

Fireball- you just can deny it is the damage leader untill you reach delay blast fireball.

Fly- to get out of reach of oppents is very nice.

Polymorph self- healing, handy new forms, and fun with melee if that is what you like.

Stone skin- an all round nice buffing spell. You don't get immune to the fight, but you can survive long enough to run if you get caught.



What do you think? Anything higher level?
 

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Here are some spells I've found on all my PCs:

Mage Armor: when you're level 1 and haven't got that Ring of Protection or Bracers of Armor, this spell tends to get put down on my memroization list every day.

Cat's Grace: another spell to give a quick bonus to AC

Flaming Sphere: a nice direct damage spell that lasts as many rounds as your level.

Expeditious Retreat: seems to get a lot of use when those slightly too tough monsters get away from the fighter...

Those are the recuring spells on my character spell lists.
 

Grease - Slippery weapon time for any villans (ooer).

Comprehend Languages - too useful to miss...

Spider climb - can be as good as flying in many situations and only first level.

Protection/Magic Circle vs Evil - removes mind control.

Web - great disabling spell.

See invisibility - never know when you'll need it. Keep a few
scrolls spare. Good for making sure you don't catch invisible party members in fireballs as well.

Improved invisibility - turns a rogue into a killing machine.

Stoneskin - good to cast on a fighter.

Polymorph other - into a goldfish. Watch them die of asphyxiation.

Teleport - far too useful.

And some blasty and summoning spells for good measure...
 

I would add Feather Fall to the list. Not only will it save your bacon if you get caught by a pit trap, it also provides a ready means of escape when adventuring in mountains/along cliffs etc.

If only Gandalf had had Feather Fall, he could have escaped from Saruman much sooner! :p
 


Add Scry to the list. Especially in the scry/teleport or clairvoyance/teleport combination that lets the party get the drop on the bad guys.
 

scry/teleport. Hmm, I have to have the enemies try that. :)

What about Disintigrate, for a cave in?

Does any one use Telekinesis, for any one of a hundred reasons?
 


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