Choosing Arcane Spells

I think even Gandalf would have had a little trouble with the army camped below him, not to mention the fuss would have alerted Saruman. But i quible.:)

I had a recent idea for Alter Self and our resident Barb./Sorc./Drag. Desc. It can give you up to two extra limbs. This would qualify him for the multi attack feats. With either natural weapons or 4 great swords, this simple spell could get scary.

It would also be interesting to use on anything you summon with improved grab or rend. Imagine a Girillon with SIX arms...

Then combine that with Chill touch.


Mirror Image is useful even at high levels, too.

Melf's Acid Arrow lasts long enough to make it useful.

I've always liked Flame Arrow for it's versatility. A must have for an Arcane Archer or someone with Energy Substitution.
 
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Well some Scarred Land wizard spells I'd use.

Bloodstorm,
Dar'Tan Shadow Bolt
Iron Storm,
Manaspear
Armor of Undeath
Shadow Strike
Shadow Touch
Animate Shadow
Great Knock (good for open stubborn doors! :) )
Phantom's Howl
Blazing Shield
Flame/Frost Weapon (nice if you want to give your allies an edge against those vulnerable to fire/cold)
Smother
Shadow Images (Mirror Images for when you're in the dark. :) )
Verminplague (Who says druids should have all the fun? ;) )
Belsameth's Strife (Nice when you want to turn you enemies against one another)
Purfying Flames (nice little flash spell)
Water's Embrace (When you just want to drown some one for good! :) )
Rend the Soverign Soul (For when REALLY want to weaken someone's Will :) )
 

I'll throw my vote in on Haste, Fly, Polymorph Self/Other, Stoneskin, Teleport/TWE, Web, Magic Missile, Invisibility, and Spider Climb as well. Although, Invisibility is not as useful as it use to be (and that is a good thing). On the other hand they removed all of the 1st ed. restrictions that kept Polymorph Other balanced.

Dispel Magic - The most important spell in the game (Haste is #2).

It probably goes without saying but Detect Magic and Mage Hand.

Mage Armor - For the first few levels when Wizards are particularly weak, you can't live without it really.

Shield - Unlike Mage Armor, it's uses never really go away. Among other things, it becomes important at higher levels for stopping those quickened Magic Missiles that seem to fly around all the time.

Disintegrate - Essential high level spell of 1000 uses.

Anti-Magic Sheild - You may think that you are handicapping yourself, until the party has to face a wizard 5 levels higher than you are.

Wall of Force/Stone - Sometimes it is very important to be able to seal something off.

Protection from Elements - At high levels you can't live without it in most DM's campaigns.

Dimensional Anchor - At high levels you can't kill your main foes without it in most DM's campaigns.

Telekinisis - Very flexible spell that had to be toned down for 3 ed.

Globe of Invulnerability - At some point you will be high enough level that you frequently have to worry about combats with 4-6 7th level spellcasters. Not anymore.

Contingency - Get out of Death free card.

Forcecage - Very much overlooked spell. Get it.

Analyze Dweomer - Another high level campaign essential.

True Seeing - Ditto.

Wish - Get out of Death II, only 5000 x.p.

I know that is a long list, but you should basically want all or most of those. You could probably get by ok if that's all the spells you knew. Of course, it wouldn't hurt to fill in the chinks with any of the following close runners up: Charm Person, Endure Elements, Scry, Wail of the Banshee, Weird, Time Stop, Sleep, Tenser's Floating Disk, Unseen Servant, Dimension Door, Cone of Cold, Animate Dead, Rope Trick, Bull's Strength, Protection from Evil, Vampiric Touch, Mordenkainen's Magnificent Mansion, (Mass) Suggestion, Project Image, Protection from Arrows, Hold/Dominate Person.

I think probably the most overrated spell is Fireball. Not that it isn't a decent spell, but it doesn't deserve the respect it gets - especially now that it has been toned down in 3rd. ed. First, it maxes out at 10d6 damage, save for half. Secondly, most of the time that it seems useful, it is merely a shortcut for winning a battle that the party would have won handily anyway. Against opponents when it counts, its not that useful and may even be a wasted slot. Thirdly, evasion and improved evasion are not that uncommon abilities. Fourthly, resistance and even immunity to fire is probably one of the most common supernatural traits of monsters that PC's face. Fifthly, even if you empower it, it probably is no better than the higher level spell that you are replacing it with - and empower cost you a feat.

I can almost always find a 3rd level spell I'd rather have memorized.
 

Jondor_Battlehammer said:
I think even Gandalf would have had a little trouble with the army camped below him, not to mention the fuss would have alerted Saruman. But i quible.:)

I had a recent idea for Alter Self and our resident Barb./Sorc./Drag. Desc. It can give you up to two extra limbs. This would qualify him for the multi attack feats. With either natural weapons or 4 great swords, this simple spell could get scary.

It would also be interesting to use on anything you summon with improved grab or rend. Imagine a Girillon with SIX arms...

.....

I've always liked Flame Arrow for it's versatility. A must have for an Arcane Archer or someone with Energy Substitution.

I fought a six armed halfling frenzied berserker who used kukri knives that cast alter self. Interesting isn't the word.

I am curious why you say Flame Arrow. Energy sub is good, but wouldn't it work better on fireball? Same level, but Fireball is area effect.
 

Disintegration is always nice. And because of that, Spell Turning.

I haven't figured out other ways for a wizard to protect himself from Disintegration.
 

Numion said:
Disintegration is always nice. And because of that, Spell Turning.

I haven't figured out other ways for a wizard to protect himself from Disintegration.

Displacement, blur, mirror image - concealment can make the disintegrate ray miss...
 

Celebrim said:


I think probably the most overrated spell is Fireball. Not that it isn't a decent spell, but it doesn't deserve the respect it gets - especially now that it has been toned down in 3rd. ed. First, it maxes out at 10d6 damage, save for half.

I agree that fireball has lost and lost in the killer stakes. back in OD&D (white books) 5d6-10d6 damage was a killer when everyone had d6 HD! When D8 was introduced for fighters and monsters in greyhawk it was still useful.

Now though? All monsters (and characters) get CON bonus to their hit points... lots of hit points. Check out the ave monster hp in the MM and compare it with 1e/2e.... 10-60 damage is a much smaller chunk of most opponents than it used to be!

Fireball is iconic, but it ends up performing the same kind of function as great cleave... clearing away the goons.
 

Plane Sailing said:


I agree that fireball has lost and lost in the killer stakes. back in OD&D (white books) 5d6-10d6 damage was a killer when everyone had d6 HD! When D8 was introduced for fighters and monsters in greyhawk it was still useful.

Now though? All monsters (and characters) get CON bonus to their hit points... lots of hit points. Check out the ave monster hp in the MM and compare it with 1e/2e.... 10-60 damage is a much smaller chunk of most opponents than it used to be!

Fireball is iconic, but it ends up performing the same kind of function as great cleave... clearing away the goons.

You have a point. Maybe it should be included in the list just for classical reasons. What other spell, though, does 1 die damage per level at long range in an area? I can think of DB fireball and horrid wilting. I think it is one of the most effective destruction spells, even if it is only really good for goons.
 

LokiDR said:


I fought a six armed halfling frenzied berserker who used kukri knives that cast alter self. Interesting isn't the word.

I am curious why you say Flame Arrow. Energy sub is good, but wouldn't it work better on fireball? Same level, but Fireball is area effect.


Fire Ball can get it's damage on more people if they are grouped tight and of medium size. The range is hard to beat, too. But it tops out at 60 points of damage at level 10. It also lacks versatility.

Flame arrow can only hit one person per four levels, as you get on additional bolt. While you gain the dice in odd clumps, it will do more damage to one target than a fire ball can, 4D6 every 4 levels. It is also useable even when foes are in close quarters with friendlys, a big bonus. As is the ability to divide the damage between multiple targets.

You can also use it to enhance arrows, thus giving many people a bonus to damage and the ability to light things on fire. The potential spread of damage becomes the radius of a bow shot. This form also gives you steady damage which cannot be saved against, as opposed to variable/save vs. half.

Flame arrow is also not limited in a damage cap, so while a 20th level Fire Ball may still be 10D6, baring MM feats, Flame Arrow is still advancing. At 20th level, it does 4D6 to 5 targets, or twice a Fire Ball to one. Or 20 arrows at a +10 fire bonus to damage. That's 200 points of fire damage with no save, plus arrow damage. Divide among friends, or give it to one person, like the Arcane Archer.

I like Fire Ball, and it is better in some circumstances, but I prefere Flame Arrow for the above reasons.
 
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Flame Arrow

I don't often reach over level 10, so I don't hit the cap on fireball. You make a good point, though. I guess the question is do you want to hit more than one target. Even with the cap, if there are 3 or more enemies in that relatively large circle, you beat the damage on flame arrow. The auto damage is a nice feature. I didn't realize you could give them to others. I can't say I entirely agree that flame arrow is really good, but I will definately consider it next time I choose spells.
 

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