NEW: What 2nd-level spells should any Wizard prepare?

What 2nd-level spells should any Wizard prepare? (Pick multiple)

  • Acid Arrow

    Votes: 14 13.0%
  • Alter Self

    Votes: 28 25.9%
  • Arcane Lock

    Votes: 1 0.9%
  • Bear's Endurance

    Votes: 7 6.5%
  • Blindness/Deafness

    Votes: 8 7.4%
  • Blur

    Votes: 6 5.6%
  • Bull's Strength

    Votes: 9 8.3%
  • Cat's Grace

    Votes: 9 8.3%
  • Command Undead

    Votes: 1 0.9%
  • Continual Flame

    Votes: 0 0.0%
  • Darkness

    Votes: 0 0.0%
  • Darkvision

    Votes: 6 5.6%
  • Daze Monster

    Votes: 1 0.9%
  • Detect Thoughts

    Votes: 9 8.3%
  • Eagle's Splendor

    Votes: 0 0.0%
  • False Life

    Votes: 19 17.6%
  • Flaming Sphere

    Votes: 11 10.2%
  • Fog Cloud

    Votes: 2 1.9%
  • Fox's Cunning

    Votes: 5 4.6%
  • Ghoul Touch

    Votes: 1 0.9%
  • Glitterdust

    Votes: 46 42.6%
  • Gust of Wind

    Votes: 0 0.0%
  • Hideous Laughter

    Votes: 7 6.5%
  • Hypnotic Pattern

    Votes: 0 0.0%
  • Invisibility

    Votes: 54 50.0%
  • Knock

    Votes: 9 8.3%
  • Levitate

    Votes: 3 2.8%
  • Locate Object

    Votes: 2 1.9%
  • Magic Mouth

    Votes: 1 0.9%
  • Minor Image

    Votes: 0 0.0%
  • Mirror Image

    Votes: 28 25.9%
  • Misdirection

    Votes: 0 0.0%
  • Obscure Object

    Votes: 1 0.9%
  • Owl's Wisdom

    Votes: 0 0.0%
  • Phantom Trap

    Votes: 0 0.0%
  • Protection from Arrows

    Votes: 7 6.5%
  • Pyrotechnics

    Votes: 5 4.6%
  • Resist Energy

    Votes: 8 7.4%
  • Rope Trick

    Votes: 15 13.9%
  • Scare

    Votes: 2 1.9%
  • Scorching Ray

    Votes: 36 33.3%
  • See Invisibility

    Votes: 23 21.3%
  • Shatter

    Votes: 3 2.8%
  • Spectral Hand

    Votes: 2 1.9%
  • Spider Climb

    Votes: 2 1.9%
  • Summon Momster II

    Votes: 4 3.7%
  • Summon Swarm

    Votes: 3 2.8%
  • Touch of Idiocy

    Votes: 4 3.7%
  • Web

    Votes: 41 38.0%
  • Whispering Wind

    Votes: 0 0.0%

dcollins

Explorer
Here's a poll I'm going to try to use to generate a "baseline" core Wizard's spell list. You can pick as many selections as you like.

Say you have a Wizard of about 5th level -- adventuring, PC or NPC, non-specialized, non-multiclassed, core rules only. He or she can prepare maybe 3 spells of 2nd-level. What spells should he or she prepare in those slots?

You can pick as many selections as you'd like -- I would suggest around 3.

Previously I posted a poll thinking I had to limit it to 20 entries. This time it's the full list, so feel free to vote for whatever you thought was missing the first time (and we'll see if opinions have changed any over a few months).
 

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Pyrotechnics is an awesome and often overlooked spell. Firstly, you can choose to target either the opponents fort save or will save. Secondly the fireworks effect has a HUGE area of effect, while the smoke effect is impenetrable to darkvision etc.

The limitation that you have to have a fire source to zap with the spell just adds to the role-playing fun you can have with it.

I'm surprised that it survived the 3.5e cull of spells with optional casting modes :)
 

I picked alter self, false life, flaming sphere, and glitterdust

alter self provides flexibility--do you need to breathe water? got it. Need a swim speed? got it. It's also become the pre-eminent defensive spell in 3.5 Need natural armor? Got it. In many campaigns, you can also use it to gain limited flight and sharing it with your familiar opens up a lot of doors for the familiar (generally diminuitive to small magical beasts of <5hd).

False life has a good long duration at level 5 and provides a bit of insurance against surprise round kills.

Flaming Sphere is just about at its peak at 5th level. It's a good damage spell at 5th level (as good as scorching ray for a character without point blank and precise shot) that can help a wizard contribute through multiple rounds of an easy fight or can maximize the wizard's contribution in every round of a tough fight.

Glitterdust is a very good dual-purpose spell. It can reveal invisible foes (if you can make a good enough spot/listen to get the foe's location +/- 5 feet). It is also an area effect blindness spell that works on a will save (the worst save of a lot of level 4 powerhouses.
 


Alter Self: as mentioned, it really is the ultimate utility spell.
Mirror Image: love it! Fantastic defensive spell.
Web: ideal for escapes or dividing a large force into "bite sized" chunks.
 



Plane Sailing said:
Pyrotechnics is an awesome and often overlooked spell. Firstly, you can choose to target either the opponents fort save or will save. Secondly the fireworks effect has a HUGE area of effect, while the smoke effect is impenetrable to darkvision etc.

The limitation that you have to have a fire source to zap with the spell just adds to the role-playing fun you can have with it.

I'm surprised that it survived the 3.5e cull of spells with optional casting modes :)
I love that spell. And for ready usability, all you need is someone in your party to fire a flaming arrow at the enemy :cool:

My three picks were Glitterdust, Alter Self and Pyrotechnics.
 

I picked four in the end:

Pyrotechnics (for reason given above)
See Invisible (there is no comparison to this spell from here on up, without it you are SOL against invisible foes. Decent duration too)
Scorching Ray (because it has become the new most-fun damaging spell
Detect Thoughts (because it starts to give you the capability to overcome encounters without combat)
 

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