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I need help picking spells for an adventure
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<blockquote data-quote="Harmon" data-source="post: 1928480" data-attributes="member: 24357"><p>Thanks for the suggestions esp the Transmute R/M, I had forgotten about that. We have four wizards (one of an unknown but surely not that high of level (3+), one at 9th (is she 10th now?), an arcane archer (wiz4) and my character 10th), a cleric and a bard. So Dispel Magic is something that better then half of them might well have.</p><p></p><p>The slow, and haste tricks are used often enough, GMW is something I usually save up for the rogue, the archer or the fighter- we have a two wpn fighter and- one of his blades is unmagiced.</p><p></p><p>Something I tend to use is Invisibility, sneak up on wounded comrades and Endrance them to increase their hp, or just move into possition unnoticed to Sonic Orb a baddy in the back- it ends the spell but it is usually the day saver.</p><p></p><p>The problem seems to be that I gather up all these spells, there is one fight and I expend most if not all of my combat spells just trying to keep up with the fight- I can't hold back because we often get overwhelmed then the other Players B&C that we have to retreat and rest another day so I can get my spells back.</p><p></p><p>I tend to use a lot of delaying actions or Readys and let the other PCs do battle, should something big and bad show then I will enter the fight with spells. Should the fight be with menions or little things then I tend to use my trusty cane (+1 Darkwood club) to crack a skull. </p><p></p><p>Something I am thinking about while I write this is that perhaps I am not using the right tactics. In all the years of gaming I have played very few wizards and those that I have tend to run out of spells very quickly, is this the norm? Should I use 60-100% of my spells/encounter, spend so much time retreating and avoiding HtH fights or is there something here that I am missing?</p><p></p><p>Another update on spells listed for my wizard- 2nd lvl- Resist Elements, Melf's Acid Arrow, Web, Detect Thoughts, Locate Object, Daylight, Flaming Sphere, Invisibility, Alter Self, Bull Str, Cat's Grace, Darkvision, Endurance and Foxs Cunning.</p><p></p><p>Thank you for you positive response.</p></blockquote><p></p>
[QUOTE="Harmon, post: 1928480, member: 24357"] Thanks for the suggestions esp the Transmute R/M, I had forgotten about that. We have four wizards (one of an unknown but surely not that high of level (3+), one at 9th (is she 10th now?), an arcane archer (wiz4) and my character 10th), a cleric and a bard. So Dispel Magic is something that better then half of them might well have. The slow, and haste tricks are used often enough, GMW is something I usually save up for the rogue, the archer or the fighter- we have a two wpn fighter and- one of his blades is unmagiced. Something I tend to use is Invisibility, sneak up on wounded comrades and Endrance them to increase their hp, or just move into possition unnoticed to Sonic Orb a baddy in the back- it ends the spell but it is usually the day saver. The problem seems to be that I gather up all these spells, there is one fight and I expend most if not all of my combat spells just trying to keep up with the fight- I can't hold back because we often get overwhelmed then the other Players B&C that we have to retreat and rest another day so I can get my spells back. I tend to use a lot of delaying actions or Readys and let the other PCs do battle, should something big and bad show then I will enter the fight with spells. Should the fight be with menions or little things then I tend to use my trusty cane (+1 Darkwood club) to crack a skull. Something I am thinking about while I write this is that perhaps I am not using the right tactics. In all the years of gaming I have played very few wizards and those that I have tend to run out of spells very quickly, is this the norm? Should I use 60-100% of my spells/encounter, spend so much time retreating and avoiding HtH fights or is there something here that I am missing? Another update on spells listed for my wizard- 2nd lvl- Resist Elements, Melf's Acid Arrow, Web, Detect Thoughts, Locate Object, Daylight, Flaming Sphere, Invisibility, Alter Self, Bull Str, Cat's Grace, Darkvision, Endurance and Foxs Cunning. Thank you for you positive response. [/QUOTE]
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