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.
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.