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*Dungeons & Dragons
Reflections of an 8th Level Wizard
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6905385" data-attributes="member: 6784845"><p>Thanks everyone for your kind words and the xp. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p><strong>Cantrips: </strong></p><p><strong></strong></p><p><strong></strong>Light: While I am an elf and can see in the dark we do have others in the party without this ability. Also light is still helpful with dark vision as it allows you to see in the darkness that extends past where the light ends therefore increasing vision. I've also used this on a stone to roughly gauge the depth of bodies of water. </p><p></p><p>Mage Hand: The "I ain't gonna touch that" spell. I've used it to interact with suspicious stuff as well as combine it with light cast on a stone to get a better look at odd details on cavern ceilings. </p><p></p><p>Message: Doesn't get cast very often but is useful for coordinating actions with the party in confrontational social situations or in sneaky situations. I've also used it to whisper to NPCs when I don't want the rest of the party to hear me. </p><p></p><p>Minor Illusion: I tend to forget about this in combat situations. I've used it as a distraction to lure some goblins to a random bush for a turn. Also used as a roleplaying tool by having my wizard create visuals of things when I talk about them. </p><p></p><p>Ray of Frost: My attack cantrip of choice. I value control over damage (the other party members are built for damage) so I like the disruptive nature of it. It's fun to throw up a web, then launch this at enemies and watch them struggle. The small range has been annoying early on when I didn't have other options, but now I bust out the wand of magic missiles if I want to damage something far away. </p><p></p><p><strong>Feats:</strong></p><p><strong></strong></p><p>I haven't taken any feats yet, but I've recently starting to think about this. Because the dice switching mechanic of Portent is so fun, I think I might just go for Lucky for even more shenanigans. Though Lucky isn't as powerful since it can only affect my own d20 rolls, rerolling saves is really attractive.</p><p>I'm not a big fan of a lot of the other feats aimed at casters. I'm pretty good at avoiding aggro so War Caster isn't necessary. Spell Sniper and Elemental Adept are more for attacking than for control. Magic Initiate could be neat to pick something up from another class, but I'm not sure what a good pick would be. </p><p></p><p>An interesting thing I've noticed is that I often throw out the plans that I had for higher levels when I finally get there. Experiencing play has shifted my priorities and what I want so I often find myself not picking up spells that I found myself drooling over a few levels ago. As such, I've started looking forwards less and less.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6905385, member: 6784845"] Thanks everyone for your kind words and the xp. :) [B]Cantrips: [/B]Light: While I am an elf and can see in the dark we do have others in the party without this ability. Also light is still helpful with dark vision as it allows you to see in the darkness that extends past where the light ends therefore increasing vision. I've also used this on a stone to roughly gauge the depth of bodies of water. Mage Hand: The "I ain't gonna touch that" spell. I've used it to interact with suspicious stuff as well as combine it with light cast on a stone to get a better look at odd details on cavern ceilings. Message: Doesn't get cast very often but is useful for coordinating actions with the party in confrontational social situations or in sneaky situations. I've also used it to whisper to NPCs when I don't want the rest of the party to hear me. Minor Illusion: I tend to forget about this in combat situations. I've used it as a distraction to lure some goblins to a random bush for a turn. Also used as a roleplaying tool by having my wizard create visuals of things when I talk about them. Ray of Frost: My attack cantrip of choice. I value control over damage (the other party members are built for damage) so I like the disruptive nature of it. It's fun to throw up a web, then launch this at enemies and watch them struggle. The small range has been annoying early on when I didn't have other options, but now I bust out the wand of magic missiles if I want to damage something far away. [B]Feats: [/B] I haven't taken any feats yet, but I've recently starting to think about this. Because the dice switching mechanic of Portent is so fun, I think I might just go for Lucky for even more shenanigans. Though Lucky isn't as powerful since it can only affect my own d20 rolls, rerolling saves is really attractive. I'm not a big fan of a lot of the other feats aimed at casters. I'm pretty good at avoiding aggro so War Caster isn't necessary. Spell Sniper and Elemental Adept are more for attacking than for control. Magic Initiate could be neat to pick something up from another class, but I'm not sure what a good pick would be. An interesting thing I've noticed is that I often throw out the plans that I had for higher levels when I finally get there. Experiencing play has shifted my priorities and what I want so I often find myself not picking up spells that I found myself drooling over a few levels ago. As such, I've started looking forwards less and less. [/QUOTE]
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