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Reflections of an 8th Level Wizard
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6904857" data-attributes="member: 6784845"><p><strong>Level 2:</strong></p><p></p><p>Blindness/Deafness: I took this because it's one of the few debuffs that don't require concentration so I can throw them out while I have a battlefield control spell up. Also made a bit better by my divination ability where I can force an enemy to fail a save. I don't use this as often as I'd like though since many underdark creatures have senses that don't rely on sight. Such is life I suppose. </p><p></p><p>Hold Person: I learned this spell from a scroll in Gracklstugh. I have not cast this spell a single time. Not once. All enemies we have faced have been non-people or have had spell resistance (side note: Gracklstugh was hell. I hate those derro with a passion). I avoided this spell in the first place because of it's narrow application and it turned out my intuition was correct. This spell is either great or literally useless. In my case it has been pretty consistently the latter. </p><p></p><p>Levitate: Now here is a spell I really like. It's a debuff, it's a defensive buff, it's an exploration tool. Basically, it's a super versatile tool that I prepare a lot. My party questioned me why I would waste a slot to levitate up a cliff instead of first trying to climb it. My answer was basically just "If I can replace a skill check with magic, I'm going to."</p><p></p><p>Mirror Image: One of the few non-concentration requiring defensive tools which makes it great. It does lose effectiveness when you face a lot of creatures with multi-attack or large hordes. Alas, no spell can replace the need to be cautious as a wizard. </p><p></p><p>Misty Step: It's teleporting. It's good. But seriously, I've lost count how many times this spell has gotten me out of a tight spot. Also useful in exploration situations to get around obstacles. I once teleported to the other side of a portcullis to look for the switch to lift it. I then got ambushed by invisible duergar, but this spell is still really cool (Gracklstugh truly was hell). </p><p></p><p>Scorching Ray: My go to blast spell. It's really useful to have a spell that targets AC for when facing creatures that have really strong saves. It's also versatile in that you can deal lots of damage to a single monster or attack many. Also really fun is the way it synergizes with web by giving you advantage on your attacks and then dealing a little extra fire damage if they start their turn in the burning web. This breaks the web though so I save this tactic for when we're pushing to end the fight. </p><p></p><p>Web: So I've mentioned this spell while talking about how to use other spells and there's a reason for that. This is probably my favourite spell so far. I love area control spells and this does the job wonderfully. Restrained in a great condition to impose for the rogue and warlock in the party. And difficult terrrain is great for slowing down enemies in a bottle neck. Good use of this spell can break up an encounter into smaller more manageable fights.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6904857, member: 6784845"] [B]Level 2:[/B] Blindness/Deafness: I took this because it's one of the few debuffs that don't require concentration so I can throw them out while I have a battlefield control spell up. Also made a bit better by my divination ability where I can force an enemy to fail a save. I don't use this as often as I'd like though since many underdark creatures have senses that don't rely on sight. Such is life I suppose. Hold Person: I learned this spell from a scroll in Gracklstugh. I have not cast this spell a single time. Not once. All enemies we have faced have been non-people or have had spell resistance (side note: Gracklstugh was hell. I hate those derro with a passion). I avoided this spell in the first place because of it's narrow application and it turned out my intuition was correct. This spell is either great or literally useless. In my case it has been pretty consistently the latter. Levitate: Now here is a spell I really like. It's a debuff, it's a defensive buff, it's an exploration tool. Basically, it's a super versatile tool that I prepare a lot. My party questioned me why I would waste a slot to levitate up a cliff instead of first trying to climb it. My answer was basically just "If I can replace a skill check with magic, I'm going to." Mirror Image: One of the few non-concentration requiring defensive tools which makes it great. It does lose effectiveness when you face a lot of creatures with multi-attack or large hordes. Alas, no spell can replace the need to be cautious as a wizard. Misty Step: It's teleporting. It's good. But seriously, I've lost count how many times this spell has gotten me out of a tight spot. Also useful in exploration situations to get around obstacles. I once teleported to the other side of a portcullis to look for the switch to lift it. I then got ambushed by invisible duergar, but this spell is still really cool (Gracklstugh truly was hell). Scorching Ray: My go to blast spell. It's really useful to have a spell that targets AC for when facing creatures that have really strong saves. It's also versatile in that you can deal lots of damage to a single monster or attack many. Also really fun is the way it synergizes with web by giving you advantage on your attacks and then dealing a little extra fire damage if they start their turn in the burning web. This breaks the web though so I save this tactic for when we're pushing to end the fight. Web: So I've mentioned this spell while talking about how to use other spells and there's a reason for that. This is probably my favourite spell so far. I love area control spells and this does the job wonderfully. Restrained in a great condition to impose for the rogue and warlock in the party. And difficult terrrain is great for slowing down enemies in a bottle neck. Good use of this spell can break up an encounter into smaller more manageable fights. [/QUOTE]
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