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Skills for a Wizard

I'd probably go with Scorching Ray for my attack spell over Melf's Acid Arrow. Mirror Image could be a decent one to go with as well.

If you have a couple points left to spend, you could do worse than getting a rank of Jump. If you're untrained in jumping, you fall prone unless you beat a DC by 5. If there are a fair number of times when you may need to jump in the dungeon, especially during combat, it isn't a bad investment.
 

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Khelvan said:
No Restriction yet.
Going for Incantatrix until then i am not restricted in Schools.
Only restriction is that we have a Paladin and a Cleric of Lathander in the Group so i cant
do anything realy bad without getting some trouble with them.
Was thinking on Scorching Ray and False live or Invisibility.
With only two spells and the need to make a good choice thats hards.
Scorcing Ray is the best combat spell on second level i found so i will take that one.
But what second?
Defensive or offensive?

Khelvan
Defensive. Another attack spell won't help you much now, and you have the option of benefiting from two 2nd level spells at the same time - a defensive spell active for a certain duration, and a offensive spell blasting your foes. :)

From the description of your group, I don't think Invisiblity will be very useful. The Paladin and the Cleric will always be obvious, and you don't want to scout alone as a Wizard, do you? (If you want to scout, use Divinations). You don't have buff (or healing) or summoning spells that you could use while invisible, so there is no real point to it now.

Considering that the 3.5 version of Cat's Grace has a rather short duration, False Life might indeed be better. (But keep in mind: If you later have to give up a school, ensure that you don't learn to many spells of that school)
 

I agree the Knowledge skills are useful. Get some ranks in each knowledge skill that lets you identify the strengths and weaknesses of creatures:

Arcana: Constructs, Dragons, Magical beasts
Dungeoneering: Aberrations, Oozes
Local: Humanoids
Nature: Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin
Religion: Undead
Planes: Outsiders, Elementals

Wizards need to know what resistances and immunities an opponant has. You need to know whether to cast a fire spell or a cold spell or an acid spell or a force spell or a sonic spell etc.., and the only way to really know that is through a knowledge check. And since they are on your skills list, and are based off of Intelligence so already get a big bonus (and your familiar will have half-ranks in it so might even be able to use aid-another to help you with it), it's actually quite easy to get a big bonus in these skills.

As for spells, False-Life is practically a must-have spell for wizards. Get it.
 

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