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The (almost) no-damage wizard: tell me your favorite spells
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<blockquote data-quote="BookTenTiger" data-source="post: 8265523" data-attributes="member: 6685541"><p>I've been playing a Dwarven Divination Wizard for a few years (it's a slow campaign, we are at Level 9), and early on I decided to go non-combat. I play in a group of six, and we have a barbarian, a blasting sorcerer, a battlemaster fighter, a Circle of the Moon Druid, and a fire-heavy Cleric, so one more person lobbing damaging spells wasn't needed and would honestly have been boring for me.</p><p></p><p>Coming up with ways to add to combat has been a lot of fun! Here's my spellbook. Keep in mind some are copied for scrolls or other spellbooks, so they're not all self-selected. I've <strong>bolded</strong> the ones I usually prepare for an "average" adventuring day.</p><p></p><p><em>Cantrips</em></p><p>Control Flames</p><p>Frostbite (got to have at least one thing that damages)</p><p>Mage Hand</p><p>Minor Illusion</p><p></p><p><em>1st Level</em></p><p>Alarm (R)</p><p>Chromatic Orb (from before I became non-combaty)</p><p>Comprehend Languages (R)</p><p>Detect Magic (R)</p><p><strong>Disguise Self</strong></p><p><strong>Expeditious Retreat</strong></p><p>Find Familiar (R)</p><p>Fog Cloud</p><p><strong>Grease</strong></p><p>Identify (R)</p><p><strong>Silent Image</strong></p><p>Unseen Servant (R)</p><p></p><p><em>2nd Level</em></p><p>Arcane Lock</p><p><strong>Detect Thoughts</strong></p><p><strong>Knock</strong></p><p>Locate Object</p><p>Magic Mouth (R)</p><p><strong>Phantasmal Force</strong></p><p><strong>Rope Trick</strong></p><p><strong>Spider Climb</strong></p><p></p><p><em>3rd Level</em></p><p><strong>Counterspell</strong></p><p><strong>Dispel Magic</strong></p><p><strong>Fly</strong></p><p><strong>Major Image</strong></p><p>Nondetection</p><p>Protection from Energy</p><p>Sending</p><p><strong>Slow</strong></p><p><strong>Tongues</strong></p><p></p><p><em>4th Level</em></p><p>Banishment</p><p><strong>Charm Monster</strong></p><p>Mordenkainen's Private Sanctum</p><p></p><p><em>5th Level</em></p><p>Animate Objects</p><p>Teleportation Circle</p><p><strong>Wall of Stone</strong></p><p></p><p>Overall I have a lot of fun in combat, especially with illusions, but I really shine out of combat. My use of rituals, Knock spells, etc, have allowed me to do things no one else in the group can do. Since leveling up to 9th I've been leaving stone structures at each spot we rest while traveling (using Wall of Stone), and the entire campaign I've been making museums in each town using Magic Mouth.</p><p></p><p>In combat, Counterspell is always useful to have on hand, along with Dispel Magic, and non-concentration spells like Grease come up a <em>lot</em>. Plus being a Divination Wizard allows me to sometimes force an enemy to automatically fail a saving throw, which is amazing for spells like Charm Monster.</p><p></p><p>For Illusions, I love illusions of locks on doors, bear traps, pits, natural predators, or just doubling our Barbarian. Even if it just wastes one attack of an enemy, that's as good as using a healing spell!</p><p></p><p>I have no regrets choosing a non-combat wizard, and the rest of the group loves it too!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8265523, member: 6685541"] I've been playing a Dwarven Divination Wizard for a few years (it's a slow campaign, we are at Level 9), and early on I decided to go non-combat. I play in a group of six, and we have a barbarian, a blasting sorcerer, a battlemaster fighter, a Circle of the Moon Druid, and a fire-heavy Cleric, so one more person lobbing damaging spells wasn't needed and would honestly have been boring for me. Coming up with ways to add to combat has been a lot of fun! Here's my spellbook. Keep in mind some are copied for scrolls or other spellbooks, so they're not all self-selected. I've [B]bolded[/B] the ones I usually prepare for an "average" adventuring day. [I]Cantrips[/I] Control Flames Frostbite (got to have at least one thing that damages) Mage Hand Minor Illusion [I]1st Level[/I] Alarm (R) Chromatic Orb (from before I became non-combaty) Comprehend Languages (R) Detect Magic (R) [B]Disguise Self Expeditious Retreat[/B] Find Familiar (R) Fog Cloud [B]Grease[/B] Identify (R) [B]Silent Image[/B] Unseen Servant (R) [I]2nd Level[/I] Arcane Lock [B]Detect Thoughts Knock[/B] Locate Object Magic Mouth (R) [B]Phantasmal Force Rope Trick Spider Climb[/B] [I]3rd Level[/I] [B]Counterspell Dispel Magic Fly Major Image[/B] Nondetection Protection from Energy Sending [B]Slow Tongues[/B] [I]4th Level[/I] Banishment [B]Charm Monster[/B] Mordenkainen's Private Sanctum [I]5th Level[/I] Animate Objects Teleportation Circle [B]Wall of Stone[/B] Overall I have a lot of fun in combat, especially with illusions, but I really shine out of combat. My use of rituals, Knock spells, etc, have allowed me to do things no one else in the group can do. Since leveling up to 9th I've been leaving stone structures at each spot we rest while traveling (using Wall of Stone), and the entire campaign I've been making museums in each town using Magic Mouth. In combat, Counterspell is always useful to have on hand, along with Dispel Magic, and non-concentration spells like Grease come up a [I]lot[/I]. Plus being a Divination Wizard allows me to sometimes force an enemy to automatically fail a saving throw, which is amazing for spells like Charm Monster. For Illusions, I love illusions of locks on doors, bear traps, pits, natural predators, or just doubling our Barbarian. Even if it just wastes one attack of an enemy, that's as good as using a healing spell! I have no regrets choosing a non-combat wizard, and the rest of the group loves it too! [/QUOTE]
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