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good "default" spell list for a high level wizard
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<blockquote data-quote="bret" data-source="post: 455737" data-attributes="member: 713"><p>I would go Wiz 16, Fi 1, Spellsword 3. It gives a better BAB, still (just barely) get 9th level spells, and one more attack per round. That or go Wizard 18, Fi 2 and wait until Epic levels to go Spellsword. That would give you one more caster level.</p><p></p><p>I would want more divinations, protections, and a few miscellaneous spells.</p><p></p><p>Here are some I would be looking at:</p><p></p><p>1: Comprehend Languages, Protection from Evil, maybe Law or Chaos.</p><p>2: Alter Self, Glitterdust, Misdirection, Protection from Arrows</p><p>3: Nondetection, Protection from Elements, Shrink Item, Tongues, Arcane Sight (from Tome & Blood)</p><p>4: Detect Scrying</p><p>5: Fabricate, Permanency, Prying Eyes, Sending, Summon Monster V, Mordenkainen's Private Sanctum (Tome & Blood)</p><p>6: Summon Monster VI</p><p>8: Mind Blank</p><p></p><p>Sorry, not really qualified to go higher than 6th level. I haven't actually played a character with the higher level spells. I'm currently playing an 11th level wizard. I made a special exception for Mind Blank because it is just a nice protection spell.</p><p></p><p></p><p>Here are some of the reasons I chose those spells:</p><ul> <li data-xf-list-type="ul">Alter Self instead of Change Self. Gives a poor man's version of fly, waterbreathing (via gills and fins), and some other capabilities.</li> <li data-xf-list-type="ul">Protection from Evil, (maybe) Protection from Law or Chaos, Tongues and Summon Monster V or VI. The protection spells are to protect against summmoned creatures. You want the tongues to be able to communicate when needed. The Summon Monster at that level gets you a good selection of creatures you can summon including elementals.</li> <li data-xf-list-type="ul">Comprehend Languages for when you find something written that you can't understand.</li> <li data-xf-list-type="ul">Nondetection, Detect Scrying, Mind Blank, Mordenkainen's Private Sanctum. Some basic protection from others trying to get information on you. It is good to be paranoid about this sort of stuff.</li> <li data-xf-list-type="ul">Prying Eyes. A very nice spell for gathering information. Send it out using the buddy system (two eyes together, return when your buddy gets squashed) to quickly scout an area.</li> <li data-xf-list-type="ul"> Arcane Sight, Protection from Arrows both used with Permanency. I would also do a permanent See Invisible.</li> </ul><p></p><p>In order to make good use of Tenser's Transformation, you will need the Brew Potion feat. It uses a Bull's Strength potion as the material component.</p><p></p><p></p><p>Normal spell list is going to vary a lot. Things that are almost always on my spell list include:</p><p>1. Magic Missles, Shield, Feather Fall</p><p>2. Glitterdust, some combination of enhancers like Bull's Strength or Cat's Grace </p><p>3 Slow</p><p>4. Detect Scrying, Dimension Door (as a getaway)</p><p>5. Mordenkain's Private Sanctum</p><p></p><p>I've got both Empower and Quicken Spell, which I use more and more as I go up in levels. You will actually be high enough level to do a Quickened Haste, Disintegrate, Disintegrate. Unfortunately, you've also got to worry about Spell Turning.</p><p></p><p>I am just getting to the point where I'm considering Minor Globe of Invulnerability (to shut down lower level spell casters). This would depend on the type of opponents you will be facing. If you're facing a lot of (relatively) low level casters, it is worth it.</p></blockquote><p></p>
[QUOTE="bret, post: 455737, member: 713"] I would go Wiz 16, Fi 1, Spellsword 3. It gives a better BAB, still (just barely) get 9th level spells, and one more attack per round. That or go Wizard 18, Fi 2 and wait until Epic levels to go Spellsword. That would give you one more caster level. I would want more divinations, protections, and a few miscellaneous spells. Here are some I would be looking at: 1: Comprehend Languages, Protection from Evil, maybe Law or Chaos. 2: Alter Self, Glitterdust, Misdirection, Protection from Arrows 3: Nondetection, Protection from Elements, Shrink Item, Tongues, Arcane Sight (from Tome & Blood) 4: Detect Scrying 5: Fabricate, Permanency, Prying Eyes, Sending, Summon Monster V, Mordenkainen's Private Sanctum (Tome & Blood) 6: Summon Monster VI 8: Mind Blank Sorry, not really qualified to go higher than 6th level. I haven't actually played a character with the higher level spells. I'm currently playing an 11th level wizard. I made a special exception for Mind Blank because it is just a nice protection spell. Here are some of the reasons I chose those spells: [list] [*]Alter Self instead of Change Self. Gives a poor man's version of fly, waterbreathing (via gills and fins), and some other capabilities. [*]Protection from Evil, (maybe) Protection from Law or Chaos, Tongues and Summon Monster V or VI. The protection spells are to protect against summmoned creatures. You want the tongues to be able to communicate when needed. The Summon Monster at that level gets you a good selection of creatures you can summon including elementals. [*]Comprehend Languages for when you find something written that you can't understand. [*]Nondetection, Detect Scrying, Mind Blank, Mordenkainen's Private Sanctum. Some basic protection from others trying to get information on you. It is good to be paranoid about this sort of stuff. [*]Prying Eyes. A very nice spell for gathering information. Send it out using the buddy system (two eyes together, return when your buddy gets squashed) to quickly scout an area. [*] Arcane Sight, Protection from Arrows both used with Permanency. I would also do a permanent See Invisible. [/list] In order to make good use of Tenser's Transformation, you will need the Brew Potion feat. It uses a Bull's Strength potion as the material component. Normal spell list is going to vary a lot. Things that are almost always on my spell list include: 1. Magic Missles, Shield, Feather Fall 2. Glitterdust, some combination of enhancers like Bull's Strength or Cat's Grace 3 Slow 4. Detect Scrying, Dimension Door (as a getaway) 5. Mordenkain's Private Sanctum I've got both Empower and Quicken Spell, which I use more and more as I go up in levels. You will actually be high enough level to do a Quickened Haste, Disintegrate, Disintegrate. Unfortunately, you've also got to worry about Spell Turning. I am just getting to the point where I'm considering Minor Globe of Invulnerability (to shut down lower level spell casters). This would depend on the type of opponents you will be facing. If you're facing a lot of (relatively) low level casters, it is worth it. [/QUOTE]
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