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Most useful magic items for a 5th wizard
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 308045" data-attributes="member: 748"><p>If your DM allows you to purchase items from your gold without a limit on how expensive it is (as long as its within the gold cap of course), the very best item I would have to say would be is a Wand of Magic Missiles (9th level caster) which would help you immensely even past level 5. 5d4+5 damage automatically without a save at medium range, and since its heightened to a 9th level caster you should be able to penetrate the SRs of any creature you face much more easily (especially if you haven't invested in the Spell Penetration or Greater Spell Penetration feats) should take you through several of your levels if you manage with it wisely.</p><p></p><p>This leaves you with very little treasure left, the rest of my advice would be to stock up on about 6 potions of cure light wounds as well as 3 or more each of Quaal's Feather Token (Whip) and (Tree), Whip is useful in challenging encounters as it funtions with a +10 attack bonus and deals 1d6+1 damage as well as having a free grapple at +15 if it hits, not to mention it lasts for an hour and you don't have to waste any actions other then setting it loose. The Tree token is especially useful for evading creatures, and using a well timed one could possibly turn the tide of battle, at the very least it provides cover against attacks when you need it all at a very cheap cost.</p><p></p><p>Spells like Mage Armor, Fox's Cunning (Tome and Blood), and other long duration enhancing spells are also essential, and its much more cost efficient than bracers of armor or a ring of protection at this level.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 308045, member: 748"] If your DM allows you to purchase items from your gold without a limit on how expensive it is (as long as its within the gold cap of course), the very best item I would have to say would be is a Wand of Magic Missiles (9th level caster) which would help you immensely even past level 5. 5d4+5 damage automatically without a save at medium range, and since its heightened to a 9th level caster you should be able to penetrate the SRs of any creature you face much more easily (especially if you haven't invested in the Spell Penetration or Greater Spell Penetration feats) should take you through several of your levels if you manage with it wisely. This leaves you with very little treasure left, the rest of my advice would be to stock up on about 6 potions of cure light wounds as well as 3 or more each of Quaal's Feather Token (Whip) and (Tree), Whip is useful in challenging encounters as it funtions with a +10 attack bonus and deals 1d6+1 damage as well as having a free grapple at +15 if it hits, not to mention it lasts for an hour and you don't have to waste any actions other then setting it loose. The Tree token is especially useful for evading creatures, and using a well timed one could possibly turn the tide of battle, at the very least it provides cover against attacks when you need it all at a very cheap cost. Spells like Mage Armor, Fox's Cunning (Tome and Blood), and other long duration enhancing spells are also essential, and its much more cost efficient than bracers of armor or a ring of protection at this level. [/QUOTE]
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