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The (almost) no-damage wizard: tell me your favorite spells
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8263775" data-attributes="member: 15882"><p>double-post</p><p></p><p>I'm playing a diviner wizard and our party is very offensively oriented so I never felt the need to take any damaging spells. The ability to replace lower level slots when casting divinations has been super handy. Using things like Contact Other Plane, Scry and Arcane Eye, we have a good idea of what we're up against. I often go into a dungeon having spent many of my spells before a fight even starts. I'm able to act as support with my remaining spells (web, Force Wall, Slow, Confusion) but, given the advantage my character has given to the party, I rarely need to do much. They clean house. The entire party thinks my character is the most dangerous PC in the group and I've never cast an offensive spell. But I think this might be DM and Adventure dependent. </p><p></p><p>Here is what I chose:</p><p></p><p>[SPOILER="spells 1 to 5"]1st</p><p>Mage Armor</p><p>Detect Magic</p><p>Identify</p><p>Feather Fall</p><p>Find Familiar</p><p>Alarm</p><p>Illusory Script</p><p>Command</p><p>Fear</p><p>Charm Person</p><p></p><p>2nd</p><p>See Invisibility</p><p></p><p>Blindness Deafness</p><p>Misty Step</p><p>Hold Person</p><p>Arcanist's Magic Aura</p><p>Detect Thoughts</p><p>Magic Mouth</p><p>Arcane Lock</p><p>Web</p><p><strong>Notes: </strong>I use Arcane lock offensively. It's expensive but I use it to lock enemies in a room or cut off ways that our group might get flanked in a dungeon (if there's multiple exits.) If you key it to the group, they can use a door unhindered while the enemy needs to bypass a lock.</p><p></p><p>Detect thoughts can be very useful depending on the situation</p><p></p><p>3rd</p><p>Slow</p><p>Sending</p><p>Dispel Magic</p><p>Fly</p><p>Nondetection</p><p>Clairvoyance (This gets used often for scouting)</p><p>Counterspell</p><p>Bestow Curse (Ive never cast this one)</p><p>Remove Curse (I've actually had to cast this one quite a few times...the party keeps getting cursed)</p><p>Hypnotic Pattern (I hear it's good but I've never needed to cast it)</p><p></p><p>4th</p><p>Dimension Door (panic button but almost never use it)</p><p>Banishment</p><p>Locate Creature</p><p>Private Sanctum</p><p>Fabricate</p><p>Charm Monster</p><p>Arcane Eye</p><p>Confusion</p><p>Greater Invisibility</p><p>NOTES: FABRICATE has been incredibly useful. I took Jewlers tools and Carpentry tools. The things I've been able to do between adventures or to prep for adventures has been super useful. Taking random diamonds and turning them to diamond dust...or turning them into 1 single 5k diamond. Building Houses, making spell components, ink, paper etc... This might be dependent on your DM but, if you take it, make sure you take an appropriate tool proficiency to make it more useful.</p><p></p><p>Arcane Eye is very useful and trades down spell slots as a diviner wizard.</p><p></p><p>5th</p><p></p><p>Contact Other Plane</p><p>Wall of Force</p><p>Scrying</p><p>Telepathic Bond</p><p>Legend Lore</p><p>Modify Memory</p><p>Teleportation Circle</p><p>Seeming</p><p></p><p>Notes: </p><p>Contact Other Plane can be pretty amazing depending on how you ask questions and how your DM tends to answer them. At one point, we were looking for an enemy in a city so I took a map, used quadrants and pointed to each quadrant and asked "are they in this part of the city?" until I narrowed it down. Your GM might not be so lenient. Nonetheless, with Portent, you can guarantee that you make your save. And it's a ritual so it doesn't take a slot</p><p></p><p>Telepathic Bond is AMAZING. (Lasts an hour, no concentration and it’s a ritual) but maybe not in the way you think. Yes, it's great for being able to communicate silently in a dungeon while being stealthy. Being able to communicate telepathically also helps with social situations: The Paladin is speaking to the king while the Wizard is feeding him important historical information to give him advantage is sweet.</p><p>BUT THE THING THAT MAKES IT SO GOOD IS The fact that the party can be split up and the DM doesn't have to cut from one group to the other because information from one group is easily passed to the other really speeds up game play and allows everyone to have input in any situation.</p><p></p><p>Force Wall...because it has so many uses: you need a wall? You need a ramp? You need to destroy a moving boat? need to cut off an escape route?</p><p></p><p>Seeming is nice. Sneak in to a castle before you assault it by being disguised. Also works nice as a panic button when the assault goes bad and you need to sneak out.[/SPOILER]</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8263775, member: 15882"] double-post I'm playing a diviner wizard and our party is very offensively oriented so I never felt the need to take any damaging spells. The ability to replace lower level slots when casting divinations has been super handy. Using things like Contact Other Plane, Scry and Arcane Eye, we have a good idea of what we're up against. I often go into a dungeon having spent many of my spells before a fight even starts. I'm able to act as support with my remaining spells (web, Force Wall, Slow, Confusion) but, given the advantage my character has given to the party, I rarely need to do much. They clean house. The entire party thinks my character is the most dangerous PC in the group and I've never cast an offensive spell. But I think this might be DM and Adventure dependent. Here is what I chose: [SPOILER="spells 1 to 5"]1st Mage Armor Detect Magic Identify Feather Fall Find Familiar Alarm Illusory Script Command Fear Charm Person 2nd See Invisibility Blindness Deafness Misty Step Hold Person Arcanist's Magic Aura Detect Thoughts Magic Mouth Arcane Lock Web [B]Notes: [/B]I use Arcane lock offensively. It's expensive but I use it to lock enemies in a room or cut off ways that our group might get flanked in a dungeon (if there's multiple exits.) If you key it to the group, they can use a door unhindered while the enemy needs to bypass a lock. Detect thoughts can be very useful depending on the situation 3rd Slow Sending Dispel Magic Fly Nondetection Clairvoyance (This gets used often for scouting) Counterspell Bestow Curse (Ive never cast this one) Remove Curse (I've actually had to cast this one quite a few times...the party keeps getting cursed) Hypnotic Pattern (I hear it's good but I've never needed to cast it) 4th Dimension Door (panic button but almost never use it) Banishment Locate Creature Private Sanctum Fabricate Charm Monster Arcane Eye Confusion Greater Invisibility NOTES: FABRICATE has been incredibly useful. I took Jewlers tools and Carpentry tools. The things I've been able to do between adventures or to prep for adventures has been super useful. Taking random diamonds and turning them to diamond dust...or turning them into 1 single 5k diamond. Building Houses, making spell components, ink, paper etc... This might be dependent on your DM but, if you take it, make sure you take an appropriate tool proficiency to make it more useful. Arcane Eye is very useful and trades down spell slots as a diviner wizard. 5th Contact Other Plane Wall of Force Scrying Telepathic Bond Legend Lore Modify Memory Teleportation Circle Seeming Notes: Contact Other Plane can be pretty amazing depending on how you ask questions and how your DM tends to answer them. At one point, we were looking for an enemy in a city so I took a map, used quadrants and pointed to each quadrant and asked "are they in this part of the city?" until I narrowed it down. Your GM might not be so lenient. Nonetheless, with Portent, you can guarantee that you make your save. And it's a ritual so it doesn't take a slot Telepathic Bond is AMAZING. (Lasts an hour, no concentration and it’s a ritual) but maybe not in the way you think. Yes, it's great for being able to communicate silently in a dungeon while being stealthy. Being able to communicate telepathically also helps with social situations: The Paladin is speaking to the king while the Wizard is feeding him important historical information to give him advantage is sweet. BUT THE THING THAT MAKES IT SO GOOD IS The fact that the party can be split up and the DM doesn't have to cut from one group to the other because information from one group is easily passed to the other really speeds up game play and allows everyone to have input in any situation. Force Wall...because it has so many uses: you need a wall? You need a ramp? You need to destroy a moving boat? need to cut off an escape route? Seeming is nice. Sneak in to a castle before you assault it by being disguised. Also works nice as a panic button when the assault goes bad and you need to sneak out.[/SPOILER] [/QUOTE]
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The (almost) no-damage wizard: tell me your favorite spells
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