I need help picking spells for an adventure

Harmon

First Post
I have a 10th level wizard (actually Wizard6/ArcaneOrder4) that has run out of combat scrolls and any powerful wands. We are headed into an area where we combated water beasts, undead, Bone Devils, and lots of Dire creatures.

I have a large number of spells from the PHB (3.0) and a few from other sources.

Capability are- 6x 1st, 5x 2nd, 4 at 3rd and 4 at 4th as well as 3 at 5th.

Present thinking has me going in with the following-
1st- Lesser Cold & Electrical Orbs (1 of each), a Magic Missile, Spider Climb, Shield, and one open slot for utility or Called Spell

2nd- Melf's Acid Arrow, Extended Low Light Vision, Endurance, Invisibility and one open slot for utility or Called Spell

3rd- Dispel Magic, Lightning Bolt, Fire ball and one open slot for utility or Called Spell

4th- 2 Sonic Orbs, a Dimension Door and one open slot for utility or Called Spell

5th- 1 teleport and two open slots for utility or Called Spell.

There isn't much need for Fly spells thou there might be a need for Water Breathing as we have had lots of run ins with water and water based creatures on this isle. SOP so far has been a 5th lvl Extended Water Breathing for those characters that can't swim.

I'd like some suggestions, ideas, etc.

Available 5th lvl spells are lower then the others and more powerful so I will list those he has- Permanency, Transmute Rock to Mud (had to prepare for fight with some kind of Golem- thats why I have it), Teleport and Cloudkill as well as Mord's Private Sanctum. I know my 5th lvl spells suck for the most part, but it was need that got them into the wiz book in the first place thou I wanted different spells at the time.

As always thank you for your positive input.
 

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Define powerful wands, please.

Well, you know what you are up against, which helps wizards immensely.

Perhaps someone else (e.g. the cleric) could handle utility spells, letting you beef up on the heavy firepower?
 

Wands- (charges)
- Detect Secret Doors CL3 (29)
- Endure Elements CL1 (38)
- Flaming Sphere CL3 (9)
- Flare CL1 (3)
- Knock CL4 (15)
- Magic Missiles CL7 (7)
- Melf's Acid Arrow CL6 (11)
- Polymorph Self CL7 (13)
- Scare CL3 (5)

The only one worth anything is the PS wand and that's mostly used for escape and such- he's turned into an Umber Hulk before to enter combat, but generally the character perfers to reframe from HtH.

I would like to have something that can do some damage is what I mean by powerful I suppose.

More information- 4th lvl spells- Leo's Secure Shelter, Detect Scrying, Scrying, Charm Monster, Wall of Ice Sonic Orb, Dimension Door, Poly Self & Other.
 


coyote6 said:
I think you meant "fiendish".

(The only dire creatures involved so far have been ones that the PCs turned into themselves.)

Yeah, that and maybe the "dire" situation they are in. Maybe he was leaving Fiendish reserved for the GM's intentions? :D
 

Emm- okay, not a lot of input.

My fault I guess not a lot of assistance from the source of the question.

Thank you for your input and have a nice commerical interaction day this Saturday. :D
 

I am sorry I can not help

I cannot help you here Harmon, without know what you are going up against- consider your spells, consider focusing on either attack, or defense.

You have two travel spells (Dimension Door and Teleport) and mentioned Fly spell as thou it were important? Do you have to flee from battles? If you are you may be fighting to high of ELs and if that is the case then I suggest removing yourself from danger, using your Extend Feat for Endurance, Cat’s Grace, Fox’s Cunning, etc. on all of the PCs that you can (cast the spell up to a 5th level slot would give 40 hours of higher stats for your fighter classes (monks, fighters, rangers, etc.)). Rest and go in the next morning, fight and retreat, heal and go again, small thrusts, do not over extend your resources.

Do not get frustrated, do not get upset or angry, and do not allow others to control you like that. You are in control of your own life’s energy, remember that.
 

Not sure, Silver but I feel that I am not up tot he playing of a wizard, esp. one like I have designed.

The idea of beefing up the fighter classes is not a new one to me, however our group has made the effort to not change the beef spells to 3.5e because of the time, should I do the 40 hour ultra beef then the GM might consider that as something that we would always fall back on.

He claims that the adventure is compatiable with our current level, I am just unsure as to what spells to take and was hoping the EN Worlders would help out a little, but I recieved no help <shrug> which is no biggie but I would have thought someone would have a suggestion.

Thanks for your kind words in the other thread btw, its nice to know that someone appears to be paying attention ;)

BTW- the transport spells- while trying to get some rest to regain spells we were attacked by every manner of critter and lastly by a passal of Bone Devils. The two mostly spell-less wizards were caught in a dome and waited the attack out- thou no Bone Devils appeared it was obvious that we were out gunned and out classed there, so I would rather not fight them again without a method of escape.

Thanks again and talk to you later.
 

It's really hard to suggest spells when we don't know what spells you actually have in your spellbooks. But if I'm going to throw out some random spell choices:

* Slow is almost always useful against medium-sized groups of monsters.
* Monster Summoning IV for a lantern archon. Have it pile on the Aid spells, then take advantage of its light beams and Aura of Menace. (And while I don't have the MM handy, doesn't it generate a Magic Circle vs. Evil? Perfect against devils.)
* Halt Undead may be worth it if you have enough undead roaming around.

... okay, I got nothin'.

- Eric
 

The Lantern Archon ally isn't a bad idea, but try Lesser Planar Binding instead of summoning, if you have it. If you can keep the little guy out of harms way, you will keep him around for a lot longer than the 10 round duration of your SM IV spell (more than one combat) Don't forget about the ability to speak any language, and teleport itself, either...it's the pefect messenger.

It shouldn't be too hard to negotiate with, either. You're fighting its' eternal, unholy enemies, and not asking it to do anything it wouldn't want to do, anyway (thwart the devils while staying out of direct harm's way).

That would be my aqdvice in general; look for stuff with a long duration that can help for multiple encounters. It sounds like you've been in situations where you can't easily rest for the night and get spells back.
 

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