Spell Combinations

Gregor

First Post
Hey there, im not sure if this is specifically a "rules" question, but I figure you guru's obviously have a good understanding of the game mechanics.

I am about to join with some fellow adventurers to attempt to tackle the City of the Spider Queen (3.0). I have created my character, Wizard 5 / Red Wizard 5 to be a "highest damage output possible" evoker. I selected Conjuration as my intial opposed school and then Enchantment and Illusion as my secondary opposed schools (condition of being a Red Wizard). Thus, I have access to up to 3rd level illusions and enchantments.

My question is this: What spell combinations work best for the defence of a wizard? Although I am a howitzer, I also want to be able to be secure from area spells, ranged weapons etc. Thus, which spells defensive spells should I cast first, assuming I start the encounter without any active spells? I know this depends on the encounter so lets divide it up between magical and non-magical encounters.

My thanks in advance for any suggestions you may have. Oh and I have access to any FR or Core book.
 

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My usual advice to a wizard with no spells up: The best defense is a good offense.

If you have a choice between putting up a defensive spell or throwing out a strong offensive spell, the offensive spell is usually better *unless* you're facing a huge number of foes.

That being said, when it comes to defense in 3.0 without conjuration or enchantment/illusion above 3rd level, I'd look for the following tactics:

1.) Location is important. Stay away from the front lines, especially against spellcasters. Keep yourself in locations where the enemy must decide between attacking you, or attacking the melee force.

2.) Quickened spells are often a good means of protecting yourself. A quickened resist elements or protection from elements can be thrown up to protect against an elemental threat (dragon breath, elementals, spellcasters).

3.) False life (from T&B) is a good necromancy spell. It gives you extra hit points to lose. That counters the wizard's primary weakness: low hit points.
 

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