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Essential spells for the arcane caster
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<blockquote data-quote="wmasters" data-source="post: 3115848" data-attributes="member: 40111"><p>You can get away without any of the spells, in principle, but if making a list of must haves for a non-specialist, I'd go with:</p><p></p><p>1st: Ray of Enfeeblement, Mage Armour, Magic Missile</p><p>Ray of Enfeeblement is an amazing utility spell, the strength drain is always useful when you kick off the fight against the BBEG, and is often more effective than a block of damage. </p><p></p><p>Mage Armour - does this really need explaining? The core defence, and a bonus for monks in your party too. </p><p></p><p>Magic Missile - because sometimes there's no match for auto hitting magical force damage. </p><p></p><p>2nd: Rope Trick, False Life, Glitterdust</p><p></p><p>Rope Trick - the emergency sanctury for the party. </p><p>False Life - free hit points which last basically all day, this is always going to be worth a slot</p><p>Glitterdust - When fighting creatures that see, this is an amazing combat spell, even when your opponents are visible. </p><p></p><p>3rd: Dispel Magic, Haste</p><p></p><p>Dispel Magic - Great utility spell</p><p>Haste - An excellent party buff, especially in a fighter-heavy party. </p><p></p><p>4th: Evard's Black Tentacles, Dimension Door, Scrying</p><p></p><p>Evard's Black Tentacles - can end a combat in one easy step. A very powerful 4th level spell</p><p>Dimension Door - Instant escape from the tricky situation</p><p>Scrying - Because every wizard should</p><p></p><p>5th: Teleport, Passwall</p><p></p><p>Teleport - Travel made easy, and situational escape</p><p>Passwall - From time to time walls can be pesky</p><p></p><p>6th: Contingency</p><p></p><p>Contingency - Sometimes things don't go to plan</p><p></p><p>7th: Limited Wish</p><p></p><p>Limited Wish - Sometimes they really don't go to plan</p><p></p><p>8th: Clone</p><p></p><p>Clone - When Contingency and Limited Wish have failed. </p><p></p><p>9th: Wish</p><p></p><p>Wish - When is a Wish not useful?</p><p></p><p>There's not a lot of pure offence because there's always an alternative spell out there, so there aren't many that I consider essential.</p></blockquote><p></p>
[QUOTE="wmasters, post: 3115848, member: 40111"] You can get away without any of the spells, in principle, but if making a list of must haves for a non-specialist, I'd go with: 1st: Ray of Enfeeblement, Mage Armour, Magic Missile Ray of Enfeeblement is an amazing utility spell, the strength drain is always useful when you kick off the fight against the BBEG, and is often more effective than a block of damage. Mage Armour - does this really need explaining? The core defence, and a bonus for monks in your party too. Magic Missile - because sometimes there's no match for auto hitting magical force damage. 2nd: Rope Trick, False Life, Glitterdust Rope Trick - the emergency sanctury for the party. False Life - free hit points which last basically all day, this is always going to be worth a slot Glitterdust - When fighting creatures that see, this is an amazing combat spell, even when your opponents are visible. 3rd: Dispel Magic, Haste Dispel Magic - Great utility spell Haste - An excellent party buff, especially in a fighter-heavy party. 4th: Evard's Black Tentacles, Dimension Door, Scrying Evard's Black Tentacles - can end a combat in one easy step. A very powerful 4th level spell Dimension Door - Instant escape from the tricky situation Scrying - Because every wizard should 5th: Teleport, Passwall Teleport - Travel made easy, and situational escape Passwall - From time to time walls can be pesky 6th: Contingency Contingency - Sometimes things don't go to plan 7th: Limited Wish Limited Wish - Sometimes they really don't go to plan 8th: Clone Clone - When Contingency and Limited Wish have failed. 9th: Wish Wish - When is a Wish not useful? There's not a lot of pure offence because there's always an alternative spell out there, so there aren't many that I consider essential. [/QUOTE]
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