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Reflections of an 8th Level Wizard
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6904871" data-attributes="member: 6784845"><p><strong>Level 3:</strong></p><p></p><p>Counterspell: It's not often that we encounter enemy spell casters, but when we do I'm glad I have this. Enemies typically get access to higher level spells faster than I do so having a way to deal with that is a good thing. This was pretty much the best thing that I could do against the derro savants (except then they turned invisible, hiding and then launching their lightning bolts. Seriously screw Gracklstugh). </p><p></p><p>Fireball: The classic AOE blast. I'm not an evocation wizard so it's large area is sometimes a curse. Our fighter likes to get into the thick of things and in order to win fights I've been forced to blast him a couple times. For this reason I really do think that Lightning Bolt isn't a strictly worse option. It allows more finesse. But anyway Fireball is great. The range is absurd and I've great made of being living artillery. I've destroyed an enemy boat before it got into boarding range of us. The DM was smart about this one though. He had some survivors swim over to us and board us. But because they were duergar they were invisible and waited for us to rest before ambushing us. And who was the first to get attacked? It was the skinny elf that broke their shiny boat (GRACKLSTUGH!!!). </p><p></p><p>Fly: While exploring the underdark we encounter plenty of terrain that isn't navigable by foot. When a levitate won't do it this comes in. It also increased speed so I've used it as a way to weave in and out of combat and as an escape tool. But sometimes it isn't enough and you get chased down by gargoyles who also have 60 ft. fly speeds. </p><p></p><p>Hypnotic Pattern: AOE control where the target only gets one save. It's certainly powerful. It has the same problem with sleep where you want all enemies to succumb to it or else they can quickly reverse its effects. Charm is also a commonly resisted condition. Or perhaps it isn't, I've kinda just assumed that it won't work on the elementals and oozes we've been fighting. Maybe I should give it a shot. I think the biggest reason I don't use it that often is that I love how web sticks (heh) around and you can force enemies to into it multiple times. </p><p></p><p>Leomund's Tiny Hut: Utility spell that avoids wandering encounters when we rest. It does it's job to ensure we get enough sleep to renew our resources. </p><p></p><p>Tongues: I took this after we lost our cleric and we didn't have a good way to parley with the people of the underdark. It's part of my "in town" spell list.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6904871, member: 6784845"] [B]Level 3:[/B] Counterspell: It's not often that we encounter enemy spell casters, but when we do I'm glad I have this. Enemies typically get access to higher level spells faster than I do so having a way to deal with that is a good thing. This was pretty much the best thing that I could do against the derro savants (except then they turned invisible, hiding and then launching their lightning bolts. Seriously screw Gracklstugh). Fireball: The classic AOE blast. I'm not an evocation wizard so it's large area is sometimes a curse. Our fighter likes to get into the thick of things and in order to win fights I've been forced to blast him a couple times. For this reason I really do think that Lightning Bolt isn't a strictly worse option. It allows more finesse. But anyway Fireball is great. The range is absurd and I've great made of being living artillery. I've destroyed an enemy boat before it got into boarding range of us. The DM was smart about this one though. He had some survivors swim over to us and board us. But because they were duergar they were invisible and waited for us to rest before ambushing us. And who was the first to get attacked? It was the skinny elf that broke their shiny boat (GRACKLSTUGH!!!). Fly: While exploring the underdark we encounter plenty of terrain that isn't navigable by foot. When a levitate won't do it this comes in. It also increased speed so I've used it as a way to weave in and out of combat and as an escape tool. But sometimes it isn't enough and you get chased down by gargoyles who also have 60 ft. fly speeds. Hypnotic Pattern: AOE control where the target only gets one save. It's certainly powerful. It has the same problem with sleep where you want all enemies to succumb to it or else they can quickly reverse its effects. Charm is also a commonly resisted condition. Or perhaps it isn't, I've kinda just assumed that it won't work on the elementals and oozes we've been fighting. Maybe I should give it a shot. I think the biggest reason I don't use it that often is that I love how web sticks (heh) around and you can force enemies to into it multiple times. Leomund's Tiny Hut: Utility spell that avoids wandering encounters when we rest. It does it's job to ensure we get enough sleep to renew our resources. Tongues: I took this after we lost our cleric and we didn't have a good way to parley with the people of the underdark. It's part of my "in town" spell list. [/QUOTE]
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