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Sick of Magic Missile
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<blockquote data-quote="I'm A Banana" data-source="post: 2622017" data-attributes="member: 2067"><p>Not entirely accurate. A wizard who swings his whatever around is going to get charged for it, usually by being dropped in the next round (unless he's facing off against a wet paper bag or something). The exception is ranged attacks, which he does get charged for, since arrows and ammo cost GP.</p><p></p><p>In comparison, a fighter doesn't get charged for swinging his whatever around because the fighter won't die at the drop of a hat. The <strong>cleric</strong> normally gets charged for the fighter swinging his whatever around, and because he gets charged less for a cure x wounds than for a raise dead, it's more economic to have the fighter swing his whatever around. Furthermore, the wizard is capable of racking up extensive costs on the enemy side that the fighter just isn't capable of, thus making the wizard usually a more key investment in a long battle than the fighter. </p><p></p><p>A quick summarry of good advice that doesn't involve "get over it." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>-- Lesser Orb spells, which require a ranged touch, and are energy based. Still likely to hit, but they require a roll, and defenses against them are common. If you'd like, roll them all into one spell, allowing the spellcaster to choose the energy at the casting of the spell. This makes it more flexible, more bread-n-butter, and more sorc-friendly (you don't need five different spells to do the same thing with different colors).</p><p></p><p>-- Spell Resistance. It comes into play in a major way at the mid levels, and can mean that there is at least a roll involved to hit with MM.</p><p></p><p>-- Aggro. Mages hate it. Use it.</p><p></p><p>-- The Arcane Bolt spell from the WotC site.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2622017, member: 2067"] Not entirely accurate. A wizard who swings his whatever around is going to get charged for it, usually by being dropped in the next round (unless he's facing off against a wet paper bag or something). The exception is ranged attacks, which he does get charged for, since arrows and ammo cost GP. In comparison, a fighter doesn't get charged for swinging his whatever around because the fighter won't die at the drop of a hat. The [B]cleric[/B] normally gets charged for the fighter swinging his whatever around, and because he gets charged less for a cure x wounds than for a raise dead, it's more economic to have the fighter swing his whatever around. Furthermore, the wizard is capable of racking up extensive costs on the enemy side that the fighter just isn't capable of, thus making the wizard usually a more key investment in a long battle than the fighter. A quick summarry of good advice that doesn't involve "get over it." ;) -- Lesser Orb spells, which require a ranged touch, and are energy based. Still likely to hit, but they require a roll, and defenses against them are common. If you'd like, roll them all into one spell, allowing the spellcaster to choose the energy at the casting of the spell. This makes it more flexible, more bread-n-butter, and more sorc-friendly (you don't need five different spells to do the same thing with different colors). -- Spell Resistance. It comes into play in a major way at the mid levels, and can mean that there is at least a roll involved to hit with MM. -- Aggro. Mages hate it. Use it. -- The Arcane Bolt spell from the WotC site. [/QUOTE]
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