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The wizard's core spellbook
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<blockquote data-quote="index" data-source="post: 1647764" data-attributes="member: 21195"><p>EDIT - Typos. Lots of typos.</p><p></p><p>PH only spells? Gah, every wizard I play, I research new</p><p>spells ASAP. It feels great to drop a 'positive energy</p><p>burst' instead of a fireball when your friends are</p><p>surrounded by undead. (And my DM even allowed it to heal 1</p><p>point per die to living creatures! Sweet, I was just</p><p>looking for truely friendly friendly fire.)</p><p></p><p>Also, I don't understand most players' concentration on </p><p>combat spells. Magic is for doing what only magic can do. </p><p>Let the warriors dish out most of the damage.</p><p></p><p>EDIT - I was whining about the limited number of spells, </p><p>but since I started this post, I've read Thanee's post on </p><p>that subject.</p><p></p><p>(My most important question to DMs from now on before</p><p>playing a Wizard : how much time and cash will I have to</p><p>scribe spells? If they won't guarantee me the ability to</p><p>exceed a Sorcerer, then I won't play a Wizard.)</p><p></p><p>1 - Charm Person, Chill Touch, (Erase), Identify, Magic</p><p> Weapon, Mage Armor, Shield, Truestrike</p><p>2 - Alter Self, Arcane Lock, Detect Thoughts, Fog Cloud,</p><p> Glitterdust, Rope Trick, Summon Monster II, Web</p><p>3 - Dispel Magic, Fireball OR Lightning Bolt, (Fly), Haste,</p><p> Magic Circle against Evil, Shrink Item, Summon Monster</p><p> III, Tongues</p><p>4 - (Animate Dead), Charm Monster, Mass Enlarge Person,</p><p> (Polymorph), (Remove Curse), Scrying</p><p>5 - (Break Enchantment), Cone of Cold, Cloudkill, Fabricate,</p><p> Teleport, Wall of Stone</p><p>6 - (Antimagic Shell), Geas/Quest, Legend Lore, Planar</p><p> Binding, (Stone to Flesh), Wall of Iron</p><p>7 - Limited Wish, Mordenkainen's Sword, (Plane Shift OR</p><p> Heightened Enlarged Disintegrate), Simulacrum</p><p>8 - (TWO OF: Clone, Greater Planar Binding, Moment of</p><p> Prescience, Polar Ray), Mind Blank, Polymorph Any Object</p><p>9 - (Gate OR Mordenkainen's Disjunction OR Prismatic</p><p> Sphere), Shapechange, Timestop, Wish</p><p></p><p>If you're going to take any great number of evocation</p><p>spells, get the Energy Substitution feat. Nothing says</p><p>'Booyah!' like an electric burst when your opponents have</p><p>maxed out their fire resistance. If your DM will allow it,</p><p>take a house rule feat, Positive Energy Substitution, so that</p><p>you can damage hordes of undead without affecting your</p><p>friends who are caught in the middle.</p><p></p><p>Take Spell Mastery for Scrying (to find whoever stole your</p><p>spellbook) and Limited Wish (since it can substitute for so</p><p>many other spells). Once you get Wish (and have XP to</p><p>burn), spend the XP for a Wish instead of a feat slot to get</p><p>Spell Mastery again. If your DM is nice, he'll allow the</p><p>5000 XP cost of wish to simulate three feat slots worth of</p><p>Spell Mastery. (The few items that grant feats have a base</p><p>cost of 4000 gp. Paying XP instead of gold, we get 4000/5 =</p><p>800 XP. Double to simulate a slotless item, to 1600 XP.</p><p>1600 goes into 5000 XP three times. Pay 6400 XP instead of</p><p>the minimum 5000 XP for the Wish to get four slots worth of</p><p>Spell Mastery.) Considering how many emergencies Wish can</p><p>get you out of, you want that to be one of your mastered</p><p>spells, of course, despite the XP cost. Remember that you</p><p>can always prepare a mastered spell, then scribe it in a</p><p>replacement spellbook WITHOUT casting it.</p><p></p><p>The explanatory text is rather long, because I also discuss</p><p>why I left out certain spells.</p><p></p><p>0-level spells - Prestidigitation, prestidigitation,</p><p>prestidigitation. Prepare it. Someone once called this</p><p>'very limited wish'. It really is that useful. The gather</p><p>and clean functions of this spell alone are worth the</p><p>training time to become a wizard. The soiling function is</p><p>great for confusing tracks, especially after first cleaning</p><p>away the scent of your passage. Though of course, I usually</p><p>research a 1st level version with (level) hours duration and</p><p>five foot cube area. If your short on clerics, or the</p><p>cleric is a boob who forgot to take Heal skill, cleaning out</p><p>wounds helps keep the DM from looking up the disease charts.</p><p></p><p>Every DM I've seen has also allowed Prestidigitation to get</p><p>rid of fleas, lice, etc. In a realistic campaign, the</p><p>wizard can become EVERYBODY'S friend this way.</p><p></p><p>0-level spells - Acid Splash or Ray of Frost. Great when</p><p>combined with sneak attack. Give a wand of Ray of Frost to</p><p>your 'Use Magic Device' rogue friend. Kill people with</p><p>barely a mark on them, and no weapon for evidence.</p><p></p><p>0-level spells - Detect Poison. Very good for checking loot</p><p>for booby traps. The NPCs you take out DO booby-trap their</p><p>stuff, don't they? Don't you? Also great for checking the</p><p>bags and bags of food on your wagon after you defeat an</p><p>assassin. (Did he mess with our stuff before coming after</p><p>us?) Also, it's dangerous to handle poison without this</p><p>spell for double-checking.</p><p></p><p>0-level spells - Detect Magic. Also great for loot.</p><p></p><p>0-level spells - Disrupt Undead. Cannot be combined with</p><p>sneak attack unless you have a very generous DM or you use a</p><p>wish. Still worth it for maybe making undead bane items </p><p>later if you don't have any Summon Monster spells. (Why is </p><p>Summon Monster an undead bane prereq when it can't </p><p>summon undead?)</p><p></p><p>0-level spells - Mage Hand. Not as good as unseen servant,</p><p>but often you need to load your 1st level slots with more</p><p>important stuff.</p><p></p><p>0-level spells - Mending. Make Money Fast. Okay, make</p><p>money slow. But still, there's only so much dry-cleaning</p><p>via Prestidigitation you can get paid for in one town, and</p><p>you have to make money to pay for your adventuring somehow,</p><p>right?</p><p></p><p>1 :</p><p></p><p>Alarm - I almost put this on the list. But many times, it's</p><p>best to let the wizard sleep through night fights if they</p><p>aren't bad so he can prepare spells properly the next day.</p><p>Let your familiar sleep during the day and stay awake at</p><p>night. Have the Craft (trapmaking) rogue string tripwires</p><p>attached to the metal cans that hold the spare chain links</p><p>for repairing the warrior's chain shirt.</p><p></p><p>Charm Person - Awesome for interrogation.</p><p></p><p>Chill Touch - Hey, look, I'm no longer unarmed!</p><p></p><p>Color Spray is better than sleep in many instances, but</p><p>still becomes useless too quickly.</p><p></p><p>Endure Elements was on my 3.0 list, but it got nerfed.</p><p></p><p>Erase - I don't use this while adventuring. I make </p><p>money between adventures using this as a bleach spell.</p><p>Sure, it only does 'one or two pages', but it doesn't say</p><p>what size those pages are. I turn huge single sheets of</p><p>brown paper into white paper with this spell. Some</p><p>cloth-makers like to start with pure white cloth before</p><p>dyeing, also.</p><p></p><p>That's definately a house-rule usage of 'erase', but the</p><p>spell is so weak for 1st level, that I've never had trouble</p><p>talking a DM into allowing it.</p><p></p><p>Expeditious Retreat - Very nice buffing spell for first</p><p>level characters. Without the house-rule 'bleaching' effect</p><p>from Erase, pick this instead.</p><p></p><p>Identify - Necessary for loot. NPCs (or even fellow PCs)</p><p>might try to rip you off. I despise how this spell got</p><p>nerfed (only IDs one functioni, ever), but most DMs ignore </p><p>the nerf.</p><p></p><p>Mage Armor - I'm not sure about this one, since I usually</p><p>just cope with the arcane spell failure chance from leather</p><p>armor or, at high levels, a better replacement. It's nice</p><p>to make bracers of armor with this later, but you can get a</p><p>little more protection out of magicked leather armor without</p><p>a specific spell prereq if you're willing to live with a</p><p>small arcane spell failure chance.</p><p></p><p>Magic Missile - Not worth it at low levels. Only worth it</p><p>at mid levels because it hits almost anything. If I had</p><p>more than eight 1st-level choices, I'd put it on the list.</p><p></p><p>Magic Weapon - Use with poisoned crossbow bolts and</p><p>truestrike (see below) for sniping BBEGs, since non-magic</p><p>weapons may bounce off some of them. What do you mean,</p><p>poison usage is evil? And a sword isn't? Bull crap. It's</p><p>more evil to allow the BBEG to continue killing people, IMO.</p><p></p><p>Obscuring Mist is a great battlefield control spell, but I'd</p><p>rather wait for Fog Cloud at 2nd level.</p><p></p><p>Shield doesn't last long enough, but it's great to later</p><p>make an item that stops magic missiles and helps your AC a</p><p>little.</p><p></p><p>Sleep becomes too useless too quickly. Buy it on scroll. </p><p>Though I will admit to having cast two sleep</p><p>spells, along with the other wizard in the group, to take</p><p>down a bunch of camping orcs so the rest of the group only</p><p>had to take on a few. A small swarm of 1st level barbarian </p><p>orcs is about the only time it's worth it.</p><p></p><p>Summon Monster I is not on my list because Summon Monster II</p><p>etc can simulate it, and the duration is crippling. Good</p><p>for setting off traps when tossed logs won't, though. And</p><p>you don't have to feel too guilty since the summoned</p><p>creature always reforms on it's home plane, unhurt.</p><p></p><p>Truestrike is there because of it's great sniping potential.</p><p>Actually use the 1/4 mile range of a heavy crossbow.</p><p>From that far away, who's going to see you to return fire?</p><p>Especially when you can fire a crossbow from a prone</p><p>position. This is GREAT against BBEGs who don't live</p><p>underground.</p><p></p><p>Note that truestrike falls under 'doing what only magic can</p><p>do'. Who else can one-shot-one-kill from 1/4 mile at 1st</p><p>level? (And heavy crossbow will often do enough damage to</p><p>kill CR 1 threats. When you meet higher CR threats,</p><p>hopefully you'll be able to afford to upgrade your crossbow,</p><p>or at least buy poison.)</p><p></p><p>There are lots of other 1st level spells I like, but we were</p><p>asked to keep it down to eight 1st-level spells.</p><p></p><p>2 :</p><p></p><p>Alter Self - natural armor and/or strength. And disguise.</p><p></p><p>Arcane Lock - One of the must-have spells. Wonderful for</p><p>keeping party thieves out of your stuff. A properly</p><p>constructed spell book can even be locked with this. Too</p><p>bad you can't get rid of it without Dispel Magic.</p><p>Otherwise, it'd be nice for sleeping in inns. Put this on a </p><p>set of manacles for prisoners. You can open them any </p><p>time, no one else can.</p><p></p><p>Continual Flame - Great way to make money - pay 50 gp for</p><p>material components, sell for 90 gp - but it's too hard to</p><p>find buyers for full value. Your group needs this spell, </p><p>but it's easy to buy castings from other wizards.</p><p></p><p>Detect Thoughts - Another interrogation must-have. Also,</p><p>it's basically a 'detect creatures'. Your paladin with</p><p>'detect evil' will find the mindless undead this spell</p><p>doesn't, but you still need to be wary of constructs and vermin.</p><p></p><p>Fog Cloud - Good battlefield control spell. If you're very</p><p>careful, your victims might think it's natural weather.</p><p></p><p>Glitterdust - Detect invisible AND blind? Sweet! And it</p><p>looks nice, too.</p><p></p><p>Knock - Another I hated leaving off my short list. Get a</p><p>wand.</p><p></p><p>Magic Mouth - Anti-pick-pockets, and a great replacement for</p><p>1st level Alarm. I wanted to put this on my list, but</p><p>Arcane Lock just barely edged it out. I'm not sure that was</p><p>a good choice. You can do things like add an arming</p><p>'command word' to a magic mouth, as well as a disarming</p><p>word, and roll a ball around corners to yell out warning of</p><p>skeletons or other threats.</p><p></p><p>Mirror Image - Another I hated pruning off my list. Force</p><p>your attackers to waste attacks that otherwise might have</p><p>killed you. Or at least force them to waste an area attack</p><p>on you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Once you get a reputation for using this</p><p>spell, start using Silent Image to make copies of yourself</p><p>(missing with crossbow bolts, naturally) to draw enemy fire</p><p>while you hide.</p><p></p><p>Protection from Arrows - I wanted to put this on my list --</p><p>it's great for your warrior friend who likes to wade into</p><p>groups of crossbow-firing humanoids -- but alas, I can only</p><p>pick eight.</p><p></p><p>Rope Trick - Safe camp site. There are certainly better</p><p>spells for general adventuring, but when you need a safe</p><p>camping spot, you really need a safe camping spot.</p><p></p><p>Shatter - The wizard's sunder. Too bad I don't have room</p><p>for it.</p><p></p><p>Spider Climb - I had not noticed this moved to 2nd level.</p><p>Almost worth my short list. Most definately worth boots, or</p><p>maybe a wand.</p><p></p><p>Summon Monster II - The Summon Monster spells are way too</p><p>handy for general utility. The best specialist to play is a</p><p>conjurer, since he can always summon creatures to cover his</p><p>weaknesses.</p><p></p><p>Web - More battlefield control. Better than Hold Person in</p><p>some ways. Great way to catch a falling comrade if</p><p>something is nearby to anchor the web to.</p><p></p><p>Again, there were lots of other second level spells I wanted</p><p>to put on the list. I didn't bother with buffing spells</p><p>because that was usually the cleric's job when I've played. </p><p>If Fox's Cunning affected skill points, I'd keep it up constantly,</p><p>but since it doesn't...</p><p></p><p>3 :</p><p></p><p>Daylight - Not enough room on the list for this. Great for</p><p>dispelling darkness, but dispel magic will do the same thing</p><p>50% of the time, on average. Get a 2/day item. Not a</p><p>scroll, unless you're sure you'll always be outside the</p><p>darkness you need to bring down.</p><p></p><p>Dispel Magic, Remove Curse, Break Enchantment - If it's not</p><p>obvious why these spells are on my list, I think we've been</p><p>playing in very different games. It is acceptable to get</p><p>Remove Curse and Break Enchantment on scrolls instead of</p><p>learning them. 1/day items would be even better.</p><p></p><p>Fireball - The classic wizard spell. I prefer others,</p><p>myself, but if you don't take this spell, others will look</p><p>at you like some sort of retarded cripple. "What do you</p><p>mean you can't throw a fireball? I thought you were a</p><p>wizard!"</p><p></p><p>Fly - Cast this on the foolish warrior who wants to go after</p><p>a dragon. Don't bother with this spell if your campaign has</p><p>winged elves and you have Alter Self. If the duration of</p><p>Polymorph weren't nerfed so badly, I'd say just wait to turn</p><p>into a dragon. Those critters can FLY.</p><p></p><p>Also use Fly to drop very heavy loads (see Shrink Item,</p><p>below) of flaming oil on invading armies. If you're high</p><p>enough, even ballistas won't hit you. If you're worried</p><p>about missing, cast Truestrike.</p><p></p><p>Flame Arrow - In combination with Fly, this is GREAT for</p><p>dropping a barrel of arrows on an invading army, but I don't</p><p>have enough slots on my list to choose it. If the campaign</p><p>has winged elves for me to emulate with Alter Self, I'd take</p><p>this spell instead of Fly.</p><p></p><p>Gaseous Form - Wonderful for escape and evasion, too bad I</p><p>don't have enough slots to put it on my list. It's a</p><p>substitute for Spider Climb, Fly, Protection from Arrows,</p><p>and, in fog or smoke, Invisibility. Also, it makes you</p><p>immune to poison. If the first hit from a dose of poison</p><p>makes you worried about surviving it a minute later, cast</p><p>this spell. If you're not too worried about people laughing</p><p>at you, learn this instead of Fireball. After all, when you</p><p>use Shrink Item to fire trees and oil barrels from your</p><p>crossbow, fireball isn't a must-have.</p><p></p><p>Get a switchable item of gaseous form. Float up among the</p><p>clouds, change back to drop ordinance, then turn gaseous</p><p>again before you saplt. How many people worry about flying </p><p>spies when they look up at the clouds?</p><p></p><p>Haste - The classic buffing spell for wizards. Even with</p><p>the nerfing, it's good if you have lots of friends. This is</p><p>another spell where people will look at you funny if you</p><p>don't take it.</p><p></p><p>Magic Circle against Evil - Block domination, bonuses are</p><p>okay, and absolutely necessary for Planar Binding. Planar</p><p>Binding says nothing about matching the alignment of the</p><p>Magic Circle spell with the alignment of the creature you</p><p>want to call.</p><p></p><p>Magic Weapon, Greater - I wanted to wait for this spell, but</p><p>instead I had to put Magic Weapon on the 1st level list. In</p><p>my experience, many DMs like to throw high-DR monsters at</p><p>1st level characters.</p><p></p><p>Shrink Item - Great way to preserve bodies (use the</p><p>'cloth-like composition' option), nice long duration.</p><p>Before a fight against a BBEG, especially a brute, cast this</p><p>on a few trees and fire them as crossbow bolts. (See</p><p>truestrike and magic weapon above.) When they break, the</p><p>spell should end. Even a remorhaz has trouble eating people</p><p>when it has several trees sticking out of it. There are</p><p>more refined ways to use that tactic. At minimum level,</p><p>this will affect only six cubic feet, so take a 48 (or less)</p><p>gallon barrel of oil, tie a burning rag to it, shrink it</p><p>into a 'cloth-like' composition, and load it inside a</p><p>special crossbow bolt that will tear it on impact.</p><p></p><p>For digging tunnels, the miners can spike small holes, stick</p><p>in your shrunken stuff, and, from a distance, shred it so it</p><p>expands and shatters the rock. Because you can cast this</p><p>spell days ahead of time, at high levels you can carry a</p><p>small block of clay, toss it down, and block a corridor to</p><p>deter pursuit. Or drop it on people. Won't hurt as much as</p><p>boulders, but it has more possible uses.</p><p></p><p>If you need to carve a lot off an object, shrink it down</p><p>first. Your DM will probably have the spell cancel as soon</p><p>as you take off one noticeable slice, though. Still,</p><p>smashing a rock instead of a huge boulder with a</p><p>sledgehammer is a good way to make gravel.</p><p></p><p>Summon Monster III - Celestial Bison. Moo.</p><p></p><p>Tongues - By this time, you're probably running into</p><p>creatures who you don't share a language with.</p><p></p><p>Vampiric Touch - Didn't this used to heal the user rather</p><p>than merely giving temporary hit points? Don't bother with</p><p>the current version of this spell.</p><p></p><p>4 :</p><p></p><p>Animate Dead - The wizard version of Raise Dead. If you can</p><p>get an amulet of the planes, or know anyone who does, turn</p><p>fallen comrades into undead, take them to the Heroic Domains</p><p>of Ysgard, destroy their undead form, and watch them benefit</p><p>from a True Resurrection the next morning. The clerical</p><p>Plane Shift can be simulated with Limited Wish, so you can</p><p>travel that way, also.</p><p></p><p>I know it's cheese, but I have carefully studied the books,</p><p>and -- by the books -- it works, because of the interaction </p><p>between True Resurrection and undead.</p><p></p><p>Animate Dead is also useful for evil wizards. Hide your</p><p>skeletons inside armor, hand them shields to protect you</p><p>with, and tell everyone they are 'minor golems'.</p><p></p><p>Charm Monster - Version of Charm Person with useful</p><p>duration. Get guides and 'friends', it's not just for</p><p>interrogation. Get diplomacy skill as a supplement.</p><p></p><p>Detect Scrying - By the time you cast this spell, it's too</p><p>late. Get an item. Also, it only alerts you if the scrying</p><p>sensor is within 40 feet. Get real. Whenever I scry, I</p><p>usually look down from a hundred feet or so to get an</p><p>overview.</p><p></p><p>Dimension Door - I want this on my list for escaping</p><p>grapples, crossing chasms, etc, but I have other things to</p><p>put in the fourth level slots, and Teleport does everything</p><p>Dimension Door does, but better.</p><p></p><p>Enlarge Person, Mass - Another great wizard party-buffing</p><p>spell. The first time your group gets waxed by the reach of</p><p>some ogres or giants, they'll really appreciate this spell.</p><p>For the ultimate cheese, make sure one of your allies has a</p><p>spiked chain.</p><p></p><p>Fire Trap - This is a very nice, relatively cheap way to set</p><p>up magical traps, but druids get it as a 2nd level spell, so</p><p>you should let them handle the job if you can. Only one</p><p>fire trap can be placed on one object, so you can't set up a</p><p>box with lots of fire-trapped corks to be forced out of</p><p>their holes. However, if each fire-trapped cork is in a</p><p>sturdy collar, which in turn is set into lipped holes in the</p><p>box ... BOOM.</p><p></p><p>Fire Trap has such a small radius, you can usefully put it</p><p>on the end of reach weapons. The spell can be put on </p><p>very small closures, so make some special crossbow bolts for it.</p><p></p><p>Invisibility, Greater - Wonderful buffing spell for your</p><p>rogue friend, but I don't have enough slots to put this in</p><p>the sample book. Learn if you skip Animate Dead, Polymorph,</p><p>or Remove Curse.</p><p></p><p>Polymorph - Nerfed too badly. Get an item. Take this only</p><p>as a substitute for Fly and Alter Self, if you can wait</p><p>until 7th level for these abilities.</p><p></p><p>Okay, it's still a good combat buffing spell. Take it.</p><p></p><p>WotC took one of the best wizard spells and reduced it's</p><p>duration until it's nearly useless for non-combat uses. (I</p><p>used to like turning into a dragon for their ability to</p><p>cover vast distances in a single day.) But at (level) minutes,</p><p>it's still long enough to be a terror in combat. Basically,</p><p>WotC took a powerful combat spell that was often used</p><p>instead out of combat, and nerfed it so that it's ONLY used</p><p>in combat now.</p><p></p><p>Okay, maybe it's not quite that bad. You can always change</p><p>into an umber hulk for tunnel digging.</p><p></p><p>Scrying - If you're not abusing -- er, using -- Scrying, you</p><p>deserve to be ambushed. Some nice DMs will allow Scrying to</p><p>optionally substitute for Clairaudience/Clairvoyance, which</p><p>is wonderful when you need to scout an area rather than find</p><p>a specific person.</p><p></p><p>Scrying is also a great way to find someone who has stolen</p><p>from you (though if you know nothing other than they have</p><p>your stuff, they'll probably get +5 on the Will save), so</p><p>you might want to take this as a mastered spell with the</p><p>feat Spell Mastery.</p><p></p><p>5 :</p><p></p><p>Bigby's Interposing Hand - Hey, look, it's kind of sort of</p><p>almost as good as the FIRST LEVEL Shield spell, except it</p><p>doesn't stop magic missiles. What was WotC thinking? If</p><p>you learn this spell, I WILL laugh at you.</p><p></p><p>Cone of Cold - Sad but true: you need a few direct attack</p><p>spells or people look at you funny. At least you can use</p><p>this to preserve foods. Also, freeze a portion of a pond,</p><p>then teleport it out to the desert and sell it.</p><p></p><p>Contact Other Plane - Good way to gather information, but</p><p>risky, and our list is too small. Get a 1/day (or 1/week) item </p><p>if you really need it.</p><p></p><p>Cloudkill - Wonderful extermination spell. My greatest fear</p><p>as a player is that truly evil NPCs will grow wise to the</p><p>uses of this spell. Wipe out 90% of your target town.</p><p></p><p>Fabricate - Oh yeah! Wonderful money making spell. Got a</p><p>bunch of followers? Got a bunch of hides from slain</p><p>monsters? Make everyone leather armor. Got some boulders</p><p>and trees? Make stone-tipped arrows, bows, and defensive</p><p>walls. Need to dig a trench in some stone? Take the time</p><p>to use that stone as the raw material for whatever.</p><p></p><p>Did you actually waste some skill points on some Craft</p><p>skills before you realized you'd die of old age before</p><p>completing a mighty masterwork composite longbow? (Only a</p><p>slight exageration by the book.) Use this spell instead.</p><p></p><p>If your DM won't allow you to make more than one object with</p><p>Fabricate despite it's hefty volume of effect, have</p><p>breakable sprues connecting the various objects. If you're</p><p>making a bunch of armor for an army, make a large roll of</p><p>chain mail for others to cut and join into chain shirts, or</p><p>make similar rolls of lammes for lammelar armor (D&D scale</p><p>mail or banded mail).</p><p></p><p>Feeblemind - Great way to make enemies who will hunt you</p><p>forever once they get fixed up. Some will hunt you down</p><p>merely because you scare them by using this on others. It's</p><p>almost a save-or-die spell. Because of the Will save, it's</p><p>not the mage-slayer it used to be. Don't learn unless you</p><p>first learn Bestow Curse to lower saves with.</p><p></p><p>Magic Jar - Too many things can go wrong. Use this only to</p><p>create an item to move into when your body dies.</p><p></p><p>Overland Flight - Why did WotC make this spell the same</p><p>level as TELEPORT? Are they nuts?</p><p></p><p>Passwall - Good infiltration spell, but our spellbook slots</p><p>are limited, so we'll need to depend on Teleport instead.</p><p>Also, the usage of this spell is somewhat specialized.</p><p></p><p>Permanency - Is there anything you can do with this spell</p><p>that you can't do with the Craft Wondrous Item feat? I'd</p><p>learn this only if the DM was EXTREMELY stingy with gold.</p><p>Small slotless misc items are the way to go. And if he's</p><p>that stingy, you can dominate local economies with the other</p><p>spells I'll discuss.</p><p></p><p>Planar Binding, Lesser - Won't fit on the list. Who cares</p><p>about carefully worded contracts? Call a bunch of lantern</p><p>archons until you find a few curious enough to stick around</p><p>and follow some friends of yours without a binding contract.</p><p>Tell them that the dismissal condition for their contract</p><p>is, 'go home whenever you feel like it'.</p><p></p><p>Rary's Telepathic Bond - Nice, but I've gotten too used to</p><p>groups that backstab each other. In groups that cooperate</p><p>well, you almost don't need this. It's nice to be able to</p><p>communicate over a distance, but tactical signalling can be</p><p>done with flaming arrows.</p><p></p><p>Sending - Usually the only reason to use this spell instead</p><p>of delivering a message in person via Teleport is because</p><p>Sending usually has a 95% chance of crossing planes. Not</p><p>good enough for our limited selection of slots.</p><p></p><p>Teleport - Dimension Door, but better. Escape grapples.</p><p>Make lots of money as a courier. Pretend to be in two</p><p>places at once, when actually you're in two places several</p><p>minutes apart.</p><p></p><p>Transmute Rock to Mud - I really really really like this</p><p>spell. Really. Even with WotC nerfing it to only dig ten</p><p>feet deep (it'll still bring down walls, guys), I like it.</p><p>Every 9th level mage of mine since 1st edition uses this to</p><p>build solid rock homes. (Rock to mud, pour in molds,</p><p>dispel. Granite is about ten times as strong as concrete,</p><p>maybe five times as strong as expensive modern concrete.)</p><p>Too bad I don't have room for it on my list. If your DM is</p><p>smart enough to disagree with WotC and say that Wall of</p><p>Stone is permanent rather than instant, learn this spell.</p><p>I'm tempted to dump Cone of Cold or Cloudkill for this</p><p>spell. If WotC hadn't nerfed it to ten foot depth, I would.</p><p></p><p>(So, I can still drop a cliff face on an army, but I can no</p><p>longer dig my own 'dungeon' with one casting of this spell?</p><p>Dang it, that makes me so bitter, I'm going to go do some</p><p>cliff-dropping.)</p><p></p><p>Wall of Stone - Have you noticed that this is an instant</p><p>spell rather than a permanent spell? Is WotC INSANE? I'll</p><p>build my own tower! Who needs dwarven workmen? I have </p><p>Knowledge (architecture and engineering)! Also, it</p><p>doesn't say what TYPE of stone the spell produces. Over a</p><p>period of days, make a huge pile of your favorite ore not</p><p>too far in the wilderness, cover with normal-looking rock,</p><p>do some blasting or Fabricate-carving so it looks like</p><p>you've done some digging, and sell your new mine to some </p><p>rich dwarves.</p><p></p><p>Make a wall of coal for fuel. Quartz for glass. Limestone</p><p>for lime, whitewash, and concrete. Even if you're limited</p><p>to granite, this spell will make you rich.</p><p></p><p>6 :</p><p></p><p>Analyze Dweomer - Almost a necessity with the nerfing of</p><p>identify, but we're on a budget, so let Legend Lore</p><p>substitute.</p><p></p><p>Antimagic Shell - Buffing spell for your monk friend. Or</p><p>more accurately, an ANTI-buffing spells for your foes.</p><p></p><p>Contingency - Very nearly a must-have, but we're getting</p><p>Limited Wish at the next spell level.</p><p></p><p>Disintegrate - Good multi-purpose spell. Massive damage</p><p>with no body to regenerate or to be brought back from the</p><p>dead. Also decent for digging. Great for disposing of</p><p>evidence. But there aren't enough spellbook slots.</p><p></p><p>Dispel Magic, Greater - Get this on scroll or other item or</p><p>you'll regret it. Not enough room in our spellbook to learn</p><p>it.</p><p></p><p>Flesh to Stone - Good way to suspend a dying person, good</p><p>way to take out an opposing wizard, but we don't have enough</p><p>spellbook slots. Get one-use items for people instead.</p><p></p><p>Geas/Quest - Ultimate contract enforcement, and a nice</p><p>replacement for capital punishment.</p><p></p><p>Globe of Invulnerability - Very nice but we're on a budget.</p><p>And your enemy will enlarge his buddy to throw boulders at</p><p>you.</p><p></p><p>Heroism, Greater - Another nice spell, but we're on a</p><p>budget.</p><p></p><p>Legend Lore - Knowing is half the battle. Learn it.</p><p></p><p>Permanent Image - Wonderful for disguises. Slap on your</p><p>monstrous friends so that they look and sound human. Put it</p><p>on decoys too. Too bad I don't have enough spellbook slots</p><p>for it.</p><p></p><p>Planar Binding - I'd prefer Lesser Planar Binding, but I</p><p>filled up my 5th level slots. See my comments regarding</p><p>lantern archons. There are lots of other uses, too.</p><p>Remember that these creatures are called, not summoned --</p><p>they are REALLY there, and don't disappear until they want</p><p>to go home.</p><p></p><p>Unless you want a bad off-world reputation, when a celestial</p><p>dies and leaves behind valuable items, call another</p><p>celestial to take their stuff (and body, if any) home.</p><p></p><p>I was thinking of using Limited Wish to simulate this, but</p><p>300 XP a pop is too expensive when you're being nice and</p><p>telling these celestials they can go home instead of helping</p><p>you.</p><p></p><p>Stone to Flesh - Not needed to break petrification if you</p><p>have Break Enchantment, but with the nerfing of Transmute</p><p>Rock to Mud, it's a decent way to both dig and feed an army.</p><p>If you can get Transmute Rock to Mud, Break Enchantment, AND</p><p>Planar Binding, skip this spell. (You can use Planar</p><p>Binding to call ordinary (outer planar) animals as food,</p><p>something you can't do with Summon Monster spells. Also,</p><p>there are several celestials you can call for help with food</p><p>problems.)</p><p></p><p>Summon Monster VI - Planar Binding is better unless you have</p><p>no time to prepare, or you want no-guilt cannon fodder. And</p><p>if you don't have time to prepare, you don't have the right</p><p>spells ready anyway, since you're a wizard.</p><p></p><p>Tenser's Transformation - Are you INSANE? That's a</p><p>barbarian's job, not yours. This is a 'if I die, I'm taking</p><p>some of them with me' spell. Good luck actually succeeding</p><p>when you can't cast spells. The BBEG will expend emergency</p><p>minions on you to slow you down, watch you drop dead when</p><p>the duration runs out and you lose the CON bonus that</p><p>temporarily propped up your hit points, and he will</p><p>justifiably spit on your grave and laugh. He'll probably piss </p><p>on your grave too just to be mean.</p><p></p><p>Without the loss of spellcasting, this would be a worthy</p><p>spell. Get an item with the 4th level cleric spell Divine </p><p>Power instead, it's superior.</p><p></p><p>True Seeing - Nice, but I'm on a budget. Do any 12 HD</p><p>celestials have this power? Call them up (Planar Binding) </p><p>and ask.</p><p></p><p>Wall of Iron - If you thought my ideas for Wall of Stone</p><p>were abuse, read the text for this spell. Follow up with</p><p>Fabricate to give your entire army of followers good armor.</p><p>(You DO have the Leadership feat, right?)</p><p></p><p>7 :</p><p></p><p>Banishment - Good way to send yourself home when stranded on</p><p>another plane, but Limited Wish can simulate the 5th level</p><p>cleric version. Oops, it's a 6th level spell now. Uh, use Plane </p><p>Shift.</p><p></p><p>Control Weather - Very nice for a navy fleet admiral. Good</p><p>for the wizard of an agricultural community. Otherwise,</p><p>we've got better uses for our limited spellbook slots.</p><p></p><p>Delayed Blast Fireball - A good way to make up for the</p><p>extreme lack of evocation spells on this list, but see</p><p>Horrid Wilting and Polar Ray (below). As soon as you get a</p><p>reputation for using this spell, very simple illusions</p><p>(glimmering red 'pearls') will scare the crap out of your</p><p>opponents.</p><p></p><p>Drawmij's Instant Summons - Nice, but you don't need it</p><p>often. Cast from scroll over a spare spellbook, or better</p><p>yet, a chest full of emergency supplies, and have your</p><p>cleric friend implant the gem under your skin where</p><p>jailers won't find it to confiscate it.</p><p></p><p>Ethereal Jaunt - Nice but you won't need it often. Use Plane </p><p>Shift instead.</p><p></p><p>Finger of Death - I'd rather learn a Heightened, Enlarged</p><p>version of Disintegrate. A 4th level cleric spell provides</p><p>immunity to death effects, and I think undead are immune,</p><p>too. Any killing spell that can't kill undead is worth</p><p>little to me.</p><p></p><p>Limited Wish - The emergency swiss army knife spell. Who</p><p>says wizards can't raise the dead?</p><p></p><p>When simulating other spells, don't forget to check the</p><p>clerical domain lists. If your DM has the psionics book,</p><p>and uses the default psi=magic option, check that source for</p><p>nifty powers. Any time you simulate a spell of lower level</p><p>than you are actually capable of (such as less than 5th</p><p>level clerical domain spell), simulate a Heightened and</p><p>Enlarged (or Extended or whatever) version instead. (By</p><p>default, Limited Wish gives you save DCs as a 7th level</p><p>spell even if you aren't simulating a heightened spell, but</p><p>you might still want to expressly Heighten in case of Minor</p><p>Glob of Invulnerability or the like.)</p><p></p><p>Mordenkainen's Sword - A very nice 'summons'. You need pay</p><p>attention to it only to switch targets. Use it for</p><p>sundering, for ruining the spells of other wizards, or make</p><p>a lightsaber for your warrior friend.</p><p></p><p>Phase Door - This would be nice for wizards with the usual</p><p>big spellbooks, given the 'until used' duration, but since </p><p>we're on a budget, we'll have to depend on Teleport.</p><p></p><p>Plane Shift - Only learn this if you plan to do lots of</p><p>plane-hopping. Otherwise, use Limited Wish to simulate the</p><p>lower level clerical version.</p><p></p><p>One good use for plane shift is to visit the positive</p><p>material plane for healing. This is very dangerous unless</p><p>you have two such spells prepared. If someone is ready to</p><p>pop from too much energy before others are fully healed,</p><p>they should cut themselves and bleed off excess energy.</p><p></p><p>The Positive Material Plane is a really nasty place to take</p><p>undead, and the Negative Material Plane is a really nasty</p><p>place for everyone else.</p><p></p><p>Another good place to plane shift to for healing is the</p><p>Heroic Domains of Ysgard. As long as the injured people are</p><p>still alive, if they die there, they get a free True</p><p>Resurrection the next morning. This is also a good place to</p><p>practice combat. Beware of armies that might steal all your</p><p>equipment.</p><p></p><p>Prismatic Spray - Cute but too unpredictable.</p><p></p><p>Reverse Gravity - Way, way, way back (1st edition) when this spell</p><p>affected an area instead of a volume, it was awesome.</p><p>Cavorite, anyone? But now? Hey, there are much easier ways</p><p>to pump water uphill. Forget this spell. By the time you</p><p>can cast it, you can expect your foes to fly. It's only use</p><p>is for dismantling structures of stacked stone (rather than</p><p>ones made with Wall of Stone or carved from solid rock).</p><p></p><p>Simulacrum - If you don't take this spell, I will laugh at</p><p>you. Sure, it's costly, and the simulacra have to make</p><p>heavy use of temporary hit point magic to avoid costly</p><p>repairs, but you can make simulacra of other creatures.</p><p>You HAVE been saving souvenirs, haven't you?</p><p></p><p>Ask some of those outsiders you've been calling for tiny</p><p>samples. Offer to trade if you think you can trust them.</p><p>Plane shift to the abyss just to kill some demons and take</p><p>some samples to make simulacra with. (Don't try this in</p><p>the hells, the devils are organized, and will find you even</p><p>if you disguise yourself.)</p><p></p><p>Your simulcra of such creatures will be more fragile, and</p><p>will have a lower BAB, but will have all the other abilities</p><p>of the original. (Some outsiders have spell-casting ability</p><p>as a certain level of cleric, sorcerer, etc. That ability</p><p>should also probably be reduced. Also, I'd convert all 'at</p><p>will' abilities to '3/hour', but that's a house rule not</p><p>supported by the text of the spell.)</p><p></p><p>Make simulacra of creatures with Alter Self, Polymorph, or</p><p>alternate form ability, have them disguise themselves as</p><p>you. It's expensive to replace them, but it's more</p><p>expensive to replace yourself.</p><p></p><p>Instead of spending your hard-earned XP on magic items,</p><p>spend 1000 XP to make a simulacrum of yourself, and let it</p><p>slowly destroy itself making lots and lots of items, costing</p><p>more than 1000 XP in total. Eventually, you'll be able to </p><p>make simulacra capable of casting Limited Wish and Wish.</p><p></p><p>Spell Turning - Nice, but best in item form.</p><p></p><p>Summon Monster VII - If you have time to prepare, the only</p><p>thing this does better than Planar Binding is huge</p><p>elementals. Skip it.</p><p></p><p>Waves of Exhaution - Great against melee and missile</p><p>creatures (no save), nearly useless against spell-casters.</p><p>Useless against undead, constructs, and many others.</p><p></p><p>Easy to cure with Restoration or mostly cure with Lesser</p><p>Restoration.</p><p></p><p>8 :</p><p></p><p>Clone - You need this in case of death. Or you can create</p><p>an item that will use Limited Wish to simulate Raise Dead,</p><p>or better yet, Plane Shift you to the Heroic Domains of</p><p>Ysgard while you're still dying rather than dead. In fact,</p><p>make both items. Make them slotless and small, and have</p><p>your cleric friend implant them behind your sternum or</p><p>inside your skull. Make a set for him too since he's such a</p><p>nice guy.</p><p></p><p>I liked the 1st / 2nd edition version much better.</p><p>Everybody who wished for immunity to insanity, then cloned</p><p>themselves, please raise their hand.</p><p></p><p>Discern Location - Very powerful divination; your target</p><p>canot hide without a Mind Blank or the help of a diety. But</p><p>you won't use it often enough to have it as one of only four</p><p>8th-level spells. When you really need this spell, wish for</p><p>a scroll of it that's usable 1/day. Or if you don't have</p><p>wish yet, or don't have 5000 XP to spare, buy a scroll.</p><p></p><p>Horrid Wilting - Typeless damage, fortitude save means no</p><p>Evasion, looks very good. But it's useless against undead</p><p>and constructs.</p><p></p><p>Maze - Good way to protect one creature. You can look like</p><p>you teleported away when you're actually buffing yourself.</p><p>Because opponents can attempt an INT check every round to</p><p>escape, it's not very useful in combat. If stupid opponents</p><p>are giving you trouble at this level, you've got other</p><p>problems.</p><p></p><p>Maze isn't useful often enough to bother learning when we</p><p>have only four 8th-level slots. If you REALLY need to leave</p><p>an area for ten minutes to return later, use Rope Trick or</p><p>Teleport, or simulate them with Limited Wish.</p><p></p><p>Mind Blank - Immunity to scrying is nearly priceless,</p><p>especially at this level. Plus your mind is immune to</p><p>reading and influence. It even stops Wish and Miracle </p><p>from messing with your mind! Cast this every single day </p><p>until you can afford to make an item. If you don't NEED </p><p>this spell, I'm not sure how you got high enough level </p><p>to cast it.</p><p></p><p>Moment of Prescience - Wonderful protection against</p><p>save-or-die effects.</p><p></p><p>Polar Ray - Sucky damage, single target, but NO SAVE. Cast</p><p>Truestrike first. Not many creatures are immune to cold,</p><p>but learn the Energy Substitution feat anyway.</p><p></p><p>Polymorph Any Object - If the maximum duration were</p><p>'instant' rather than 'permanent', this would be a must-have</p><p>spell. As is, it would still be must-have if not for our</p><p>limit of four 8th-level slots in our book. Need a mount?</p><p>Turn a friendly and trustworthy cat or dog into a smart</p><p>half-celestial horse. Or into a half-celestial unicorn,</p><p>though it would have to be a young one on account of it's</p><p>hit dice. Turn yourself into a dragon, though that might</p><p>last only a week.</p><p></p><p>Your DM might be nice enough to let you use this spell to</p><p>repair your simulacra. I'd say it could repair (caster</p><p>level) hit points of simulacra damage.</p><p></p><p>The more I look at the other 8th level combat spells, the</p><p>more I think this is THE combat spell for 8th level. Let</p><p>your friends and your simulacra army handle the small stuff,</p><p>and use this spell to turn the ceiling above the BBEG into</p><p>severely acidic sticky goop. Prepare this spell twice,</p><p>since it's a save-or-die that works against undead and</p><p>constructs.</p><p></p><p>Polymorph Any Object can substitute for several other</p><p>spells, but I'm leaving them on the lower level lists</p><p>anyway. You might be able to talk your DM into also letting</p><p>it substitute for Fabricate.</p><p></p><p>Considering the volume of effect for this spell, it becomes</p><p>THE tunneling spell once you're high enough level.</p><p></p><p>Since golems are immune to most spells but vulnerable to</p><p>ordinary fire, turn the floor under an iron golem into oil</p><p>and ignite. (Yes, it's cheesy, but the D&D designers left</p><p>golems vulnerable to non-magical fire. If you don't want to</p><p>be so cheesy, use acid instead.)</p><p></p><p>Prismatic Wall - Too easy to go around. With so few 8th</p><p>level slots, learn this only if one of your buddies can</p><p>consistantly toss enemies through this wall.</p><p></p><p>Shout, Greater - At first this seems like a good spell, but</p><p>it only damages certain types of objects, and creatures are</p><p>allowed fortitude saves, which means undead and constructs</p><p>are immune. Don't bother with this spell.</p><p></p><p>Summon Monster VIII - If you prepare ahead of time, this</p><p>beats Greater Planar Binding only for greater elementals and</p><p>colossal fiendish monstrous centipedes. It only beats</p><p>regular Planar Binding for those creatures, celestial</p><p>triceratops, fiendish dire tigers, gargantuan fiendish</p><p>monstrous spiders, and fiendish tyrannosaurs. Sure,</p><p>sometimes what you really need is a disposable brute, but</p><p>you can usually finesse around such situations.</p><p></p><p>Sunburst - Wonderful anti-undead spell. Typeless but sucky</p><p>(6d6) damage against most creatures. If this spell did not</p><p>allow a save, or at least required a fortitude save (yet</p><p>still affected undead and constructs) it'd be great. But as</p><p>is, I have visions of vampires with two rogue levels</p><p>congratulating themselves for learning Evasion. I'd rather</p><p>use Polymorph Any Object to turn a huge chunk of ceiling</p><p>into acid because of that.</p><p></p><p>Symbol of Death - Nice for traps, but constructs and undead</p><p>are AGAIN immune. What is the DEAL with 8th level spells</p><p>that don't harm constructs and undead?</p><p></p><p>Temporal Stasis - This looks like a nice spell, but undead</p><p>and constructs are (say it along with me, class) immune.</p><p>Fortitude saves are not nice for the spell-caster.</p><p></p><p>9 :</p><p></p><p>Astral Projection - Nice adventuring option, but I don't</p><p>think we need it often enough to learn it as one of only</p><p>four 9th-level spells.</p><p></p><p>Etherealness - With Plane Shift, why do we need this spell?</p><p></p><p>Gate - Better than Greater Planar Binding or Summon Monster</p><p>IX if you can eat the XP cost. Useful to move armies or</p><p>shield against horrendous attacks if you don't use the</p><p>calling function.</p><p></p><p>Mordenkainen's Disjunction - Don't use this to destroy an</p><p>artifact unless you have Moment of Prescience to help your</p><p>Will save.</p><p></p><p>Power Word Kill - Too bad undead, constructs, vermin are</p><p>immune. And anyone with Mind Blank or Death Ward.</p><p></p><p>Prismatic Sphere - The ultimate defensive bunker. Use</p><p>Limited Wish to simulate Permanency to make it permanent.</p><p></p><p>Shapechange - Hey look, I'm superman! Okay, a</p><p>half-celestial gold dragon using the gold dragon's alternate</p><p>shape ability...</p><p></p><p>Time Stop - Super haste. While you're the only one moving,</p><p>turn the floor under the BBEG into acid (I like Polymorph</p><p>Any Object) and put a bag of cayenne pepper and finely</p><p>ground glass over his head. He'll appreciate it, really.</p><p></p><p>Wail of the Banshee - Oh great, ANOTHER spell that undead</p><p>and constructs are immune to.</p><p></p><p>Wish - Wish for duplicates of other spellbooks you know</p><p>about. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Don't forget to wish for immunity to Feeblemind</p><p>and insanity. Don't forget that you can wish for magic</p><p>items with a market price of 25,000 gp or less. That's a</p><p>scroll of an 8th level spell, caster level 15, usable once</p><p>per day. (A once per day scroll should cost eight times</p><p>what a normal scroll costs, by the DMG guidelines. And I</p><p>would add Craft Wondrous Item to the usual prereqs.) Much</p><p>better than wishing for an 8th-level spell a single time,</p><p>right? You could also wish for a scroll of a 9th-level</p><p>spell reusable once per two days.</p></blockquote><p></p>
[QUOTE="index, post: 1647764, member: 21195"] EDIT - Typos. Lots of typos. PH only spells? Gah, every wizard I play, I research new spells ASAP. It feels great to drop a 'positive energy burst' instead of a fireball when your friends are surrounded by undead. (And my DM even allowed it to heal 1 point per die to living creatures! Sweet, I was just looking for truely friendly friendly fire.) Also, I don't understand most players' concentration on combat spells. Magic is for doing what only magic can do. Let the warriors dish out most of the damage. EDIT - I was whining about the limited number of spells, but since I started this post, I've read Thanee's post on that subject. (My most important question to DMs from now on before playing a Wizard : how much time and cash will I have to scribe spells? If they won't guarantee me the ability to exceed a Sorcerer, then I won't play a Wizard.) 1 - Charm Person, Chill Touch, (Erase), Identify, Magic Weapon, Mage Armor, Shield, Truestrike 2 - Alter Self, Arcane Lock, Detect Thoughts, Fog Cloud, Glitterdust, Rope Trick, Summon Monster II, Web 3 - Dispel Magic, Fireball OR Lightning Bolt, (Fly), Haste, Magic Circle against Evil, Shrink Item, Summon Monster III, Tongues 4 - (Animate Dead), Charm Monster, Mass Enlarge Person, (Polymorph), (Remove Curse), Scrying 5 - (Break Enchantment), Cone of Cold, Cloudkill, Fabricate, Teleport, Wall of Stone 6 - (Antimagic Shell), Geas/Quest, Legend Lore, Planar Binding, (Stone to Flesh), Wall of Iron 7 - Limited Wish, Mordenkainen's Sword, (Plane Shift OR Heightened Enlarged Disintegrate), Simulacrum 8 - (TWO OF: Clone, Greater Planar Binding, Moment of Prescience, Polar Ray), Mind Blank, Polymorph Any Object 9 - (Gate OR Mordenkainen's Disjunction OR Prismatic Sphere), Shapechange, Timestop, Wish If you're going to take any great number of evocation spells, get the Energy Substitution feat. Nothing says 'Booyah!' like an electric burst when your opponents have maxed out their fire resistance. If your DM will allow it, take a house rule feat, Positive Energy Substitution, so that you can damage hordes of undead without affecting your friends who are caught in the middle. Take Spell Mastery for Scrying (to find whoever stole your spellbook) and Limited Wish (since it can substitute for so many other spells). Once you get Wish (and have XP to burn), spend the XP for a Wish instead of a feat slot to get Spell Mastery again. If your DM is nice, he'll allow the 5000 XP cost of wish to simulate three feat slots worth of Spell Mastery. (The few items that grant feats have a base cost of 4000 gp. Paying XP instead of gold, we get 4000/5 = 800 XP. Double to simulate a slotless item, to 1600 XP. 1600 goes into 5000 XP three times. Pay 6400 XP instead of the minimum 5000 XP for the Wish to get four slots worth of Spell Mastery.) Considering how many emergencies Wish can get you out of, you want that to be one of your mastered spells, of course, despite the XP cost. Remember that you can always prepare a mastered spell, then scribe it in a replacement spellbook WITHOUT casting it. The explanatory text is rather long, because I also discuss why I left out certain spells. 0-level spells - Prestidigitation, prestidigitation, prestidigitation. Prepare it. Someone once called this 'very limited wish'. It really is that useful. The gather and clean functions of this spell alone are worth the training time to become a wizard. The soiling function is great for confusing tracks, especially after first cleaning away the scent of your passage. Though of course, I usually research a 1st level version with (level) hours duration and five foot cube area. If your short on clerics, or the cleric is a boob who forgot to take Heal skill, cleaning out wounds helps keep the DM from looking up the disease charts. Every DM I've seen has also allowed Prestidigitation to get rid of fleas, lice, etc. In a realistic campaign, the wizard can become EVERYBODY'S friend this way. 0-level spells - Acid Splash or Ray of Frost. Great when combined with sneak attack. Give a wand of Ray of Frost to your 'Use Magic Device' rogue friend. Kill people with barely a mark on them, and no weapon for evidence. 0-level spells - Detect Poison. Very good for checking loot for booby traps. The NPCs you take out DO booby-trap their stuff, don't they? Don't you? Also great for checking the bags and bags of food on your wagon after you defeat an assassin. (Did he mess with our stuff before coming after us?) Also, it's dangerous to handle poison without this spell for double-checking. 0-level spells - Detect Magic. Also great for loot. 0-level spells - Disrupt Undead. Cannot be combined with sneak attack unless you have a very generous DM or you use a wish. Still worth it for maybe making undead bane items later if you don't have any Summon Monster spells. (Why is Summon Monster an undead bane prereq when it can't summon undead?) 0-level spells - Mage Hand. Not as good as unseen servant, but often you need to load your 1st level slots with more important stuff. 0-level spells - Mending. Make Money Fast. Okay, make money slow. But still, there's only so much dry-cleaning via Prestidigitation you can get paid for in one town, and you have to make money to pay for your adventuring somehow, right? 1 : Alarm - I almost put this on the list. But many times, it's best to let the wizard sleep through night fights if they aren't bad so he can prepare spells properly the next day. Let your familiar sleep during the day and stay awake at night. Have the Craft (trapmaking) rogue string tripwires attached to the metal cans that hold the spare chain links for repairing the warrior's chain shirt. Charm Person - Awesome for interrogation. Chill Touch - Hey, look, I'm no longer unarmed! Color Spray is better than sleep in many instances, but still becomes useless too quickly. Endure Elements was on my 3.0 list, but it got nerfed. Erase - I don't use this while adventuring. I make money between adventures using this as a bleach spell. Sure, it only does 'one or two pages', but it doesn't say what size those pages are. I turn huge single sheets of brown paper into white paper with this spell. Some cloth-makers like to start with pure white cloth before dyeing, also. That's definately a house-rule usage of 'erase', but the spell is so weak for 1st level, that I've never had trouble talking a DM into allowing it. Expeditious Retreat - Very nice buffing spell for first level characters. Without the house-rule 'bleaching' effect from Erase, pick this instead. Identify - Necessary for loot. NPCs (or even fellow PCs) might try to rip you off. I despise how this spell got nerfed (only IDs one functioni, ever), but most DMs ignore the nerf. Mage Armor - I'm not sure about this one, since I usually just cope with the arcane spell failure chance from leather armor or, at high levels, a better replacement. It's nice to make bracers of armor with this later, but you can get a little more protection out of magicked leather armor without a specific spell prereq if you're willing to live with a small arcane spell failure chance. Magic Missile - Not worth it at low levels. Only worth it at mid levels because it hits almost anything. If I had more than eight 1st-level choices, I'd put it on the list. Magic Weapon - Use with poisoned crossbow bolts and truestrike (see below) for sniping BBEGs, since non-magic weapons may bounce off some of them. What do you mean, poison usage is evil? And a sword isn't? Bull crap. It's more evil to allow the BBEG to continue killing people, IMO. Obscuring Mist is a great battlefield control spell, but I'd rather wait for Fog Cloud at 2nd level. Shield doesn't last long enough, but it's great to later make an item that stops magic missiles and helps your AC a little. Sleep becomes too useless too quickly. Buy it on scroll. Though I will admit to having cast two sleep spells, along with the other wizard in the group, to take down a bunch of camping orcs so the rest of the group only had to take on a few. A small swarm of 1st level barbarian orcs is about the only time it's worth it. Summon Monster I is not on my list because Summon Monster II etc can simulate it, and the duration is crippling. Good for setting off traps when tossed logs won't, though. And you don't have to feel too guilty since the summoned creature always reforms on it's home plane, unhurt. Truestrike is there because of it's great sniping potential. Actually use the 1/4 mile range of a heavy crossbow. From that far away, who's going to see you to return fire? Especially when you can fire a crossbow from a prone position. This is GREAT against BBEGs who don't live underground. Note that truestrike falls under 'doing what only magic can do'. Who else can one-shot-one-kill from 1/4 mile at 1st level? (And heavy crossbow will often do enough damage to kill CR 1 threats. When you meet higher CR threats, hopefully you'll be able to afford to upgrade your crossbow, or at least buy poison.) There are lots of other 1st level spells I like, but we were asked to keep it down to eight 1st-level spells. 2 : Alter Self - natural armor and/or strength. And disguise. Arcane Lock - One of the must-have spells. Wonderful for keeping party thieves out of your stuff. A properly constructed spell book can even be locked with this. Too bad you can't get rid of it without Dispel Magic. Otherwise, it'd be nice for sleeping in inns. Put this on a set of manacles for prisoners. You can open them any time, no one else can. Continual Flame - Great way to make money - pay 50 gp for material components, sell for 90 gp - but it's too hard to find buyers for full value. Your group needs this spell, but it's easy to buy castings from other wizards. Detect Thoughts - Another interrogation must-have. Also, it's basically a 'detect creatures'. Your paladin with 'detect evil' will find the mindless undead this spell doesn't, but you still need to be wary of constructs and vermin. Fog Cloud - Good battlefield control spell. If you're very careful, your victims might think it's natural weather. Glitterdust - Detect invisible AND blind? Sweet! And it looks nice, too. Knock - Another I hated leaving off my short list. Get a wand. Magic Mouth - Anti-pick-pockets, and a great replacement for 1st level Alarm. I wanted to put this on my list, but Arcane Lock just barely edged it out. I'm not sure that was a good choice. You can do things like add an arming 'command word' to a magic mouth, as well as a disarming word, and roll a ball around corners to yell out warning of skeletons or other threats. Mirror Image - Another I hated pruning off my list. Force your attackers to waste attacks that otherwise might have killed you. Or at least force them to waste an area attack on you. :-) Once you get a reputation for using this spell, start using Silent Image to make copies of yourself (missing with crossbow bolts, naturally) to draw enemy fire while you hide. Protection from Arrows - I wanted to put this on my list -- it's great for your warrior friend who likes to wade into groups of crossbow-firing humanoids -- but alas, I can only pick eight. Rope Trick - Safe camp site. There are certainly better spells for general adventuring, but when you need a safe camping spot, you really need a safe camping spot. Shatter - The wizard's sunder. Too bad I don't have room for it. Spider Climb - I had not noticed this moved to 2nd level. Almost worth my short list. Most definately worth boots, or maybe a wand. Summon Monster II - The Summon Monster spells are way too handy for general utility. The best specialist to play is a conjurer, since he can always summon creatures to cover his weaknesses. Web - More battlefield control. Better than Hold Person in some ways. Great way to catch a falling comrade if something is nearby to anchor the web to. Again, there were lots of other second level spells I wanted to put on the list. I didn't bother with buffing spells because that was usually the cleric's job when I've played. If Fox's Cunning affected skill points, I'd keep it up constantly, but since it doesn't... 3 : Daylight - Not enough room on the list for this. Great for dispelling darkness, but dispel magic will do the same thing 50% of the time, on average. Get a 2/day item. Not a scroll, unless you're sure you'll always be outside the darkness you need to bring down. Dispel Magic, Remove Curse, Break Enchantment - If it's not obvious why these spells are on my list, I think we've been playing in very different games. It is acceptable to get Remove Curse and Break Enchantment on scrolls instead of learning them. 1/day items would be even better. Fireball - The classic wizard spell. I prefer others, myself, but if you don't take this spell, others will look at you like some sort of retarded cripple. "What do you mean you can't throw a fireball? I thought you were a wizard!" Fly - Cast this on the foolish warrior who wants to go after a dragon. Don't bother with this spell if your campaign has winged elves and you have Alter Self. If the duration of Polymorph weren't nerfed so badly, I'd say just wait to turn into a dragon. Those critters can FLY. Also use Fly to drop very heavy loads (see Shrink Item, below) of flaming oil on invading armies. If you're high enough, even ballistas won't hit you. If you're worried about missing, cast Truestrike. Flame Arrow - In combination with Fly, this is GREAT for dropping a barrel of arrows on an invading army, but I don't have enough slots on my list to choose it. If the campaign has winged elves for me to emulate with Alter Self, I'd take this spell instead of Fly. Gaseous Form - Wonderful for escape and evasion, too bad I don't have enough slots to put it on my list. It's a substitute for Spider Climb, Fly, Protection from Arrows, and, in fog or smoke, Invisibility. Also, it makes you immune to poison. If the first hit from a dose of poison makes you worried about surviving it a minute later, cast this spell. If you're not too worried about people laughing at you, learn this instead of Fireball. After all, when you use Shrink Item to fire trees and oil barrels from your crossbow, fireball isn't a must-have. Get a switchable item of gaseous form. Float up among the clouds, change back to drop ordinance, then turn gaseous again before you saplt. How many people worry about flying spies when they look up at the clouds? Haste - The classic buffing spell for wizards. Even with the nerfing, it's good if you have lots of friends. This is another spell where people will look at you funny if you don't take it. Magic Circle against Evil - Block domination, bonuses are okay, and absolutely necessary for Planar Binding. Planar Binding says nothing about matching the alignment of the Magic Circle spell with the alignment of the creature you want to call. Magic Weapon, Greater - I wanted to wait for this spell, but instead I had to put Magic Weapon on the 1st level list. In my experience, many DMs like to throw high-DR monsters at 1st level characters. Shrink Item - Great way to preserve bodies (use the 'cloth-like composition' option), nice long duration. Before a fight against a BBEG, especially a brute, cast this on a few trees and fire them as crossbow bolts. (See truestrike and magic weapon above.) When they break, the spell should end. Even a remorhaz has trouble eating people when it has several trees sticking out of it. There are more refined ways to use that tactic. At minimum level, this will affect only six cubic feet, so take a 48 (or less) gallon barrel of oil, tie a burning rag to it, shrink it into a 'cloth-like' composition, and load it inside a special crossbow bolt that will tear it on impact. For digging tunnels, the miners can spike small holes, stick in your shrunken stuff, and, from a distance, shred it so it expands and shatters the rock. Because you can cast this spell days ahead of time, at high levels you can carry a small block of clay, toss it down, and block a corridor to deter pursuit. Or drop it on people. Won't hurt as much as boulders, but it has more possible uses. If you need to carve a lot off an object, shrink it down first. Your DM will probably have the spell cancel as soon as you take off one noticeable slice, though. Still, smashing a rock instead of a huge boulder with a sledgehammer is a good way to make gravel. Summon Monster III - Celestial Bison. Moo. Tongues - By this time, you're probably running into creatures who you don't share a language with. Vampiric Touch - Didn't this used to heal the user rather than merely giving temporary hit points? Don't bother with the current version of this spell. 4 : Animate Dead - The wizard version of Raise Dead. If you can get an amulet of the planes, or know anyone who does, turn fallen comrades into undead, take them to the Heroic Domains of Ysgard, destroy their undead form, and watch them benefit from a True Resurrection the next morning. The clerical Plane Shift can be simulated with Limited Wish, so you can travel that way, also. I know it's cheese, but I have carefully studied the books, and -- by the books -- it works, because of the interaction between True Resurrection and undead. Animate Dead is also useful for evil wizards. Hide your skeletons inside armor, hand them shields to protect you with, and tell everyone they are 'minor golems'. Charm Monster - Version of Charm Person with useful duration. Get guides and 'friends', it's not just for interrogation. Get diplomacy skill as a supplement. Detect Scrying - By the time you cast this spell, it's too late. Get an item. Also, it only alerts you if the scrying sensor is within 40 feet. Get real. Whenever I scry, I usually look down from a hundred feet or so to get an overview. Dimension Door - I want this on my list for escaping grapples, crossing chasms, etc, but I have other things to put in the fourth level slots, and Teleport does everything Dimension Door does, but better. Enlarge Person, Mass - Another great wizard party-buffing spell. The first time your group gets waxed by the reach of some ogres or giants, they'll really appreciate this spell. For the ultimate cheese, make sure one of your allies has a spiked chain. Fire Trap - This is a very nice, relatively cheap way to set up magical traps, but druids get it as a 2nd level spell, so you should let them handle the job if you can. Only one fire trap can be placed on one object, so you can't set up a box with lots of fire-trapped corks to be forced out of their holes. However, if each fire-trapped cork is in a sturdy collar, which in turn is set into lipped holes in the box ... BOOM. Fire Trap has such a small radius, you can usefully put it on the end of reach weapons. The spell can be put on very small closures, so make some special crossbow bolts for it. Invisibility, Greater - Wonderful buffing spell for your rogue friend, but I don't have enough slots to put this in the sample book. Learn if you skip Animate Dead, Polymorph, or Remove Curse. Polymorph - Nerfed too badly. Get an item. Take this only as a substitute for Fly and Alter Self, if you can wait until 7th level for these abilities. Okay, it's still a good combat buffing spell. Take it. WotC took one of the best wizard spells and reduced it's duration until it's nearly useless for non-combat uses. (I used to like turning into a dragon for their ability to cover vast distances in a single day.) But at (level) minutes, it's still long enough to be a terror in combat. Basically, WotC took a powerful combat spell that was often used instead out of combat, and nerfed it so that it's ONLY used in combat now. Okay, maybe it's not quite that bad. You can always change into an umber hulk for tunnel digging. Scrying - If you're not abusing -- er, using -- Scrying, you deserve to be ambushed. Some nice DMs will allow Scrying to optionally substitute for Clairaudience/Clairvoyance, which is wonderful when you need to scout an area rather than find a specific person. Scrying is also a great way to find someone who has stolen from you (though if you know nothing other than they have your stuff, they'll probably get +5 on the Will save), so you might want to take this as a mastered spell with the feat Spell Mastery. 5 : Bigby's Interposing Hand - Hey, look, it's kind of sort of almost as good as the FIRST LEVEL Shield spell, except it doesn't stop magic missiles. What was WotC thinking? If you learn this spell, I WILL laugh at you. Cone of Cold - Sad but true: you need a few direct attack spells or people look at you funny. At least you can use this to preserve foods. Also, freeze a portion of a pond, then teleport it out to the desert and sell it. Contact Other Plane - Good way to gather information, but risky, and our list is too small. Get a 1/day (or 1/week) item if you really need it. Cloudkill - Wonderful extermination spell. My greatest fear as a player is that truly evil NPCs will grow wise to the uses of this spell. Wipe out 90% of your target town. Fabricate - Oh yeah! Wonderful money making spell. Got a bunch of followers? Got a bunch of hides from slain monsters? Make everyone leather armor. Got some boulders and trees? Make stone-tipped arrows, bows, and defensive walls. Need to dig a trench in some stone? Take the time to use that stone as the raw material for whatever. Did you actually waste some skill points on some Craft skills before you realized you'd die of old age before completing a mighty masterwork composite longbow? (Only a slight exageration by the book.) Use this spell instead. If your DM won't allow you to make more than one object with Fabricate despite it's hefty volume of effect, have breakable sprues connecting the various objects. If you're making a bunch of armor for an army, make a large roll of chain mail for others to cut and join into chain shirts, or make similar rolls of lammes for lammelar armor (D&D scale mail or banded mail). Feeblemind - Great way to make enemies who will hunt you forever once they get fixed up. Some will hunt you down merely because you scare them by using this on others. It's almost a save-or-die spell. Because of the Will save, it's not the mage-slayer it used to be. Don't learn unless you first learn Bestow Curse to lower saves with. Magic Jar - Too many things can go wrong. Use this only to create an item to move into when your body dies. Overland Flight - Why did WotC make this spell the same level as TELEPORT? Are they nuts? Passwall - Good infiltration spell, but our spellbook slots are limited, so we'll need to depend on Teleport instead. Also, the usage of this spell is somewhat specialized. Permanency - Is there anything you can do with this spell that you can't do with the Craft Wondrous Item feat? I'd learn this only if the DM was EXTREMELY stingy with gold. Small slotless misc items are the way to go. And if he's that stingy, you can dominate local economies with the other spells I'll discuss. Planar Binding, Lesser - Won't fit on the list. Who cares about carefully worded contracts? Call a bunch of lantern archons until you find a few curious enough to stick around and follow some friends of yours without a binding contract. Tell them that the dismissal condition for their contract is, 'go home whenever you feel like it'. Rary's Telepathic Bond - Nice, but I've gotten too used to groups that backstab each other. In groups that cooperate well, you almost don't need this. It's nice to be able to communicate over a distance, but tactical signalling can be done with flaming arrows. Sending - Usually the only reason to use this spell instead of delivering a message in person via Teleport is because Sending usually has a 95% chance of crossing planes. Not good enough for our limited selection of slots. Teleport - Dimension Door, but better. Escape grapples. Make lots of money as a courier. Pretend to be in two places at once, when actually you're in two places several minutes apart. Transmute Rock to Mud - I really really really like this spell. Really. Even with WotC nerfing it to only dig ten feet deep (it'll still bring down walls, guys), I like it. Every 9th level mage of mine since 1st edition uses this to build solid rock homes. (Rock to mud, pour in molds, dispel. Granite is about ten times as strong as concrete, maybe five times as strong as expensive modern concrete.) Too bad I don't have room for it on my list. If your DM is smart enough to disagree with WotC and say that Wall of Stone is permanent rather than instant, learn this spell. I'm tempted to dump Cone of Cold or Cloudkill for this spell. If WotC hadn't nerfed it to ten foot depth, I would. (So, I can still drop a cliff face on an army, but I can no longer dig my own 'dungeon' with one casting of this spell? Dang it, that makes me so bitter, I'm going to go do some cliff-dropping.) Wall of Stone - Have you noticed that this is an instant spell rather than a permanent spell? Is WotC INSANE? I'll build my own tower! Who needs dwarven workmen? I have Knowledge (architecture and engineering)! Also, it doesn't say what TYPE of stone the spell produces. Over a period of days, make a huge pile of your favorite ore not too far in the wilderness, cover with normal-looking rock, do some blasting or Fabricate-carving so it looks like you've done some digging, and sell your new mine to some rich dwarves. Make a wall of coal for fuel. Quartz for glass. Limestone for lime, whitewash, and concrete. Even if you're limited to granite, this spell will make you rich. 6 : Analyze Dweomer - Almost a necessity with the nerfing of identify, but we're on a budget, so let Legend Lore substitute. Antimagic Shell - Buffing spell for your monk friend. Or more accurately, an ANTI-buffing spells for your foes. Contingency - Very nearly a must-have, but we're getting Limited Wish at the next spell level. Disintegrate - Good multi-purpose spell. Massive damage with no body to regenerate or to be brought back from the dead. Also decent for digging. Great for disposing of evidence. But there aren't enough spellbook slots. Dispel Magic, Greater - Get this on scroll or other item or you'll regret it. Not enough room in our spellbook to learn it. Flesh to Stone - Good way to suspend a dying person, good way to take out an opposing wizard, but we don't have enough spellbook slots. Get one-use items for people instead. Geas/Quest - Ultimate contract enforcement, and a nice replacement for capital punishment. Globe of Invulnerability - Very nice but we're on a budget. And your enemy will enlarge his buddy to throw boulders at you. Heroism, Greater - Another nice spell, but we're on a budget. Legend Lore - Knowing is half the battle. Learn it. Permanent Image - Wonderful for disguises. Slap on your monstrous friends so that they look and sound human. Put it on decoys too. Too bad I don't have enough spellbook slots for it. Planar Binding - I'd prefer Lesser Planar Binding, but I filled up my 5th level slots. See my comments regarding lantern archons. There are lots of other uses, too. Remember that these creatures are called, not summoned -- they are REALLY there, and don't disappear until they want to go home. Unless you want a bad off-world reputation, when a celestial dies and leaves behind valuable items, call another celestial to take their stuff (and body, if any) home. I was thinking of using Limited Wish to simulate this, but 300 XP a pop is too expensive when you're being nice and telling these celestials they can go home instead of helping you. Stone to Flesh - Not needed to break petrification if you have Break Enchantment, but with the nerfing of Transmute Rock to Mud, it's a decent way to both dig and feed an army. If you can get Transmute Rock to Mud, Break Enchantment, AND Planar Binding, skip this spell. (You can use Planar Binding to call ordinary (outer planar) animals as food, something you can't do with Summon Monster spells. Also, there are several celestials you can call for help with food problems.) Summon Monster VI - Planar Binding is better unless you have no time to prepare, or you want no-guilt cannon fodder. And if you don't have time to prepare, you don't have the right spells ready anyway, since you're a wizard. Tenser's Transformation - Are you INSANE? That's a barbarian's job, not yours. This is a 'if I die, I'm taking some of them with me' spell. Good luck actually succeeding when you can't cast spells. The BBEG will expend emergency minions on you to slow you down, watch you drop dead when the duration runs out and you lose the CON bonus that temporarily propped up your hit points, and he will justifiably spit on your grave and laugh. He'll probably piss on your grave too just to be mean. Without the loss of spellcasting, this would be a worthy spell. Get an item with the 4th level cleric spell Divine Power instead, it's superior. True Seeing - Nice, but I'm on a budget. Do any 12 HD celestials have this power? Call them up (Planar Binding) and ask. Wall of Iron - If you thought my ideas for Wall of Stone were abuse, read the text for this spell. Follow up with Fabricate to give your entire army of followers good armor. (You DO have the Leadership feat, right?) 7 : Banishment - Good way to send yourself home when stranded on another plane, but Limited Wish can simulate the 5th level cleric version. Oops, it's a 6th level spell now. Uh, use Plane Shift. Control Weather - Very nice for a navy fleet admiral. Good for the wizard of an agricultural community. Otherwise, we've got better uses for our limited spellbook slots. Delayed Blast Fireball - A good way to make up for the extreme lack of evocation spells on this list, but see Horrid Wilting and Polar Ray (below). As soon as you get a reputation for using this spell, very simple illusions (glimmering red 'pearls') will scare the crap out of your opponents. Drawmij's Instant Summons - Nice, but you don't need it often. Cast from scroll over a spare spellbook, or better yet, a chest full of emergency supplies, and have your cleric friend implant the gem under your skin where jailers won't find it to confiscate it. Ethereal Jaunt - Nice but you won't need it often. Use Plane Shift instead. Finger of Death - I'd rather learn a Heightened, Enlarged version of Disintegrate. A 4th level cleric spell provides immunity to death effects, and I think undead are immune, too. Any killing spell that can't kill undead is worth little to me. Limited Wish - The emergency swiss army knife spell. Who says wizards can't raise the dead? When simulating other spells, don't forget to check the clerical domain lists. If your DM has the psionics book, and uses the default psi=magic option, check that source for nifty powers. Any time you simulate a spell of lower level than you are actually capable of (such as less than 5th level clerical domain spell), simulate a Heightened and Enlarged (or Extended or whatever) version instead. (By default, Limited Wish gives you save DCs as a 7th level spell even if you aren't simulating a heightened spell, but you might still want to expressly Heighten in case of Minor Glob of Invulnerability or the like.) Mordenkainen's Sword - A very nice 'summons'. You need pay attention to it only to switch targets. Use it for sundering, for ruining the spells of other wizards, or make a lightsaber for your warrior friend. Phase Door - This would be nice for wizards with the usual big spellbooks, given the 'until used' duration, but since we're on a budget, we'll have to depend on Teleport. Plane Shift - Only learn this if you plan to do lots of plane-hopping. Otherwise, use Limited Wish to simulate the lower level clerical version. One good use for plane shift is to visit the positive material plane for healing. This is very dangerous unless you have two such spells prepared. If someone is ready to pop from too much energy before others are fully healed, they should cut themselves and bleed off excess energy. The Positive Material Plane is a really nasty place to take undead, and the Negative Material Plane is a really nasty place for everyone else. Another good place to plane shift to for healing is the Heroic Domains of Ysgard. As long as the injured people are still alive, if they die there, they get a free True Resurrection the next morning. This is also a good place to practice combat. Beware of armies that might steal all your equipment. Prismatic Spray - Cute but too unpredictable. Reverse Gravity - Way, way, way back (1st edition) when this spell affected an area instead of a volume, it was awesome. Cavorite, anyone? But now? Hey, there are much easier ways to pump water uphill. Forget this spell. By the time you can cast it, you can expect your foes to fly. It's only use is for dismantling structures of stacked stone (rather than ones made with Wall of Stone or carved from solid rock). Simulacrum - If you don't take this spell, I will laugh at you. Sure, it's costly, and the simulacra have to make heavy use of temporary hit point magic to avoid costly repairs, but you can make simulacra of other creatures. You HAVE been saving souvenirs, haven't you? Ask some of those outsiders you've been calling for tiny samples. Offer to trade if you think you can trust them. Plane shift to the abyss just to kill some demons and take some samples to make simulacra with. (Don't try this in the hells, the devils are organized, and will find you even if you disguise yourself.) Your simulcra of such creatures will be more fragile, and will have a lower BAB, but will have all the other abilities of the original. (Some outsiders have spell-casting ability as a certain level of cleric, sorcerer, etc. That ability should also probably be reduced. Also, I'd convert all 'at will' abilities to '3/hour', but that's a house rule not supported by the text of the spell.) Make simulacra of creatures with Alter Self, Polymorph, or alternate form ability, have them disguise themselves as you. It's expensive to replace them, but it's more expensive to replace yourself. Instead of spending your hard-earned XP on magic items, spend 1000 XP to make a simulacrum of yourself, and let it slowly destroy itself making lots and lots of items, costing more than 1000 XP in total. Eventually, you'll be able to make simulacra capable of casting Limited Wish and Wish. Spell Turning - Nice, but best in item form. Summon Monster VII - If you have time to prepare, the only thing this does better than Planar Binding is huge elementals. Skip it. Waves of Exhaution - Great against melee and missile creatures (no save), nearly useless against spell-casters. Useless against undead, constructs, and many others. Easy to cure with Restoration or mostly cure with Lesser Restoration. 8 : Clone - You need this in case of death. Or you can create an item that will use Limited Wish to simulate Raise Dead, or better yet, Plane Shift you to the Heroic Domains of Ysgard while you're still dying rather than dead. In fact, make both items. Make them slotless and small, and have your cleric friend implant them behind your sternum or inside your skull. Make a set for him too since he's such a nice guy. I liked the 1st / 2nd edition version much better. Everybody who wished for immunity to insanity, then cloned themselves, please raise their hand. Discern Location - Very powerful divination; your target canot hide without a Mind Blank or the help of a diety. But you won't use it often enough to have it as one of only four 8th-level spells. When you really need this spell, wish for a scroll of it that's usable 1/day. Or if you don't have wish yet, or don't have 5000 XP to spare, buy a scroll. Horrid Wilting - Typeless damage, fortitude save means no Evasion, looks very good. But it's useless against undead and constructs. Maze - Good way to protect one creature. You can look like you teleported away when you're actually buffing yourself. Because opponents can attempt an INT check every round to escape, it's not very useful in combat. If stupid opponents are giving you trouble at this level, you've got other problems. Maze isn't useful often enough to bother learning when we have only four 8th-level slots. If you REALLY need to leave an area for ten minutes to return later, use Rope Trick or Teleport, or simulate them with Limited Wish. Mind Blank - Immunity to scrying is nearly priceless, especially at this level. Plus your mind is immune to reading and influence. It even stops Wish and Miracle from messing with your mind! Cast this every single day until you can afford to make an item. If you don't NEED this spell, I'm not sure how you got high enough level to cast it. Moment of Prescience - Wonderful protection against save-or-die effects. Polar Ray - Sucky damage, single target, but NO SAVE. Cast Truestrike first. Not many creatures are immune to cold, but learn the Energy Substitution feat anyway. Polymorph Any Object - If the maximum duration were 'instant' rather than 'permanent', this would be a must-have spell. As is, it would still be must-have if not for our limit of four 8th-level slots in our book. Need a mount? Turn a friendly and trustworthy cat or dog into a smart half-celestial horse. Or into a half-celestial unicorn, though it would have to be a young one on account of it's hit dice. Turn yourself into a dragon, though that might last only a week. Your DM might be nice enough to let you use this spell to repair your simulacra. I'd say it could repair (caster level) hit points of simulacra damage. The more I look at the other 8th level combat spells, the more I think this is THE combat spell for 8th level. Let your friends and your simulacra army handle the small stuff, and use this spell to turn the ceiling above the BBEG into severely acidic sticky goop. Prepare this spell twice, since it's a save-or-die that works against undead and constructs. Polymorph Any Object can substitute for several other spells, but I'm leaving them on the lower level lists anyway. You might be able to talk your DM into also letting it substitute for Fabricate. Considering the volume of effect for this spell, it becomes THE tunneling spell once you're high enough level. Since golems are immune to most spells but vulnerable to ordinary fire, turn the floor under an iron golem into oil and ignite. (Yes, it's cheesy, but the D&D designers left golems vulnerable to non-magical fire. If you don't want to be so cheesy, use acid instead.) Prismatic Wall - Too easy to go around. With so few 8th level slots, learn this only if one of your buddies can consistantly toss enemies through this wall. Shout, Greater - At first this seems like a good spell, but it only damages certain types of objects, and creatures are allowed fortitude saves, which means undead and constructs are immune. Don't bother with this spell. Summon Monster VIII - If you prepare ahead of time, this beats Greater Planar Binding only for greater elementals and colossal fiendish monstrous centipedes. It only beats regular Planar Binding for those creatures, celestial triceratops, fiendish dire tigers, gargantuan fiendish monstrous spiders, and fiendish tyrannosaurs. Sure, sometimes what you really need is a disposable brute, but you can usually finesse around such situations. Sunburst - Wonderful anti-undead spell. Typeless but sucky (6d6) damage against most creatures. If this spell did not allow a save, or at least required a fortitude save (yet still affected undead and constructs) it'd be great. But as is, I have visions of vampires with two rogue levels congratulating themselves for learning Evasion. I'd rather use Polymorph Any Object to turn a huge chunk of ceiling into acid because of that. Symbol of Death - Nice for traps, but constructs and undead are AGAIN immune. What is the DEAL with 8th level spells that don't harm constructs and undead? Temporal Stasis - This looks like a nice spell, but undead and constructs are (say it along with me, class) immune. Fortitude saves are not nice for the spell-caster. 9 : Astral Projection - Nice adventuring option, but I don't think we need it often enough to learn it as one of only four 9th-level spells. Etherealness - With Plane Shift, why do we need this spell? Gate - Better than Greater Planar Binding or Summon Monster IX if you can eat the XP cost. Useful to move armies or shield against horrendous attacks if you don't use the calling function. Mordenkainen's Disjunction - Don't use this to destroy an artifact unless you have Moment of Prescience to help your Will save. Power Word Kill - Too bad undead, constructs, vermin are immune. And anyone with Mind Blank or Death Ward. Prismatic Sphere - The ultimate defensive bunker. Use Limited Wish to simulate Permanency to make it permanent. Shapechange - Hey look, I'm superman! Okay, a half-celestial gold dragon using the gold dragon's alternate shape ability... Time Stop - Super haste. While you're the only one moving, turn the floor under the BBEG into acid (I like Polymorph Any Object) and put a bag of cayenne pepper and finely ground glass over his head. He'll appreciate it, really. Wail of the Banshee - Oh great, ANOTHER spell that undead and constructs are immune to. Wish - Wish for duplicates of other spellbooks you know about. :-) Don't forget to wish for immunity to Feeblemind and insanity. Don't forget that you can wish for magic items with a market price of 25,000 gp or less. That's a scroll of an 8th level spell, caster level 15, usable once per day. (A once per day scroll should cost eight times what a normal scroll costs, by the DMG guidelines. And I would add Craft Wondrous Item to the usual prereqs.) Much better than wishing for an 8th-level spell a single time, right? You could also wish for a scroll of a 9th-level spell reusable once per two days. [/QUOTE]
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