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The wizard's core spellbook
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<blockquote data-quote="argo" data-source="post: 1647931" data-attributes="member: 5752"><p>A wizard should focus on Utility spells first (battelfield control, party mobility, divination, and general "strange uses") killing/disabling a single big opponent second, defenses third and area-nukes fourth. Leave buffing to other party members, they are better at it anyway. And above all else remember that versatility is king.</p><p></p><p>With that said I would make my "core" spellbok something like this:</p><p></p><p><strong>0:</strong> all</p><p><strong>1:</strong> magic missle, mage armor, shield, disguise self, expeditious retreat OR jump, feather fall, comprehend languages, charm person</p><p><strong>2:</strong> glitterdust, web, invisibility, see invisibility, scorching ray, resist energy, summon monster 2, detect thoughts OR locate object, </p><p><strong>3:</strong> dispel magic, magic circle against evil OR nondetection, fly, haste, fireball OR lightning bolt, major image, suggestion, clairvoyance</p><p><strong>4:</strong> dimension door, wall of ice OR summon monster 4, scrying, detect scrying, enervation, rarys mnemonic enhancer</p><p><strong>5:</strong> wall of force, teleport, cloudkill OR cone of cold, telekinesis, transmute rock to mud, contact other plane OR prying eyes</p><p><strong>6:</strong> antimagic field, greater dispel magic, true seeing, contingency, disintegrate, summon monster 6</p><p><strong>7:</strong> limited wish, mord's sword OR prismatic spray, power word blind, forcecage</p><p><strong>8:</strong> otto's irresistible dance, polar ray OR horid wilting OR sunburst, discern location OR greater prying eyes, polymorph any object</p><p><strong>9:</strong> wish, time stop, summon monster 9, metor swarm</p><p></p><p></p><p>As for feats. Craft wand is a must (I am a big beliver in the power of wands and scrolls) and craft wonderous item is also attractive. The other craft feats are ok for flavor or if thats the only way to get such items but I dont' think much of them otherwise. As for metamagic: silent spell is always good for if you want to be subtle, still spell is less usefull but it does then allow you to perpare the silent/still combo which may or may not be terribly usefull to you. Heighten spell is always good for overcomming saves and empower spell can give you a lot of bang for your buck as well. Depending on your style you might want to give spell focus a pass but spell penetration is an absolute necessity.</p><p></p><p></p><p>Edit: for the love of god Index, edit your post! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> If you just removed the return character at the end of every line it would only be <em>half</em> as long.</p></blockquote><p></p>
[QUOTE="argo, post: 1647931, member: 5752"] A wizard should focus on Utility spells first (battelfield control, party mobility, divination, and general "strange uses") killing/disabling a single big opponent second, defenses third and area-nukes fourth. Leave buffing to other party members, they are better at it anyway. And above all else remember that versatility is king. With that said I would make my "core" spellbok something like this: [b]0:[/b] all [b]1:[/b] magic missle, mage armor, shield, disguise self, expeditious retreat OR jump, feather fall, comprehend languages, charm person [b]2:[/b] glitterdust, web, invisibility, see invisibility, scorching ray, resist energy, summon monster 2, detect thoughts OR locate object, [b]3:[/b] dispel magic, magic circle against evil OR nondetection, fly, haste, fireball OR lightning bolt, major image, suggestion, clairvoyance [b]4:[/b] dimension door, wall of ice OR summon monster 4, scrying, detect scrying, enervation, rarys mnemonic enhancer [b]5:[/b] wall of force, teleport, cloudkill OR cone of cold, telekinesis, transmute rock to mud, contact other plane OR prying eyes [b]6:[/b] antimagic field, greater dispel magic, true seeing, contingency, disintegrate, summon monster 6 [b]7:[/b] limited wish, mord's sword OR prismatic spray, power word blind, forcecage [b]8:[/b] otto's irresistible dance, polar ray OR horid wilting OR sunburst, discern location OR greater prying eyes, polymorph any object [b]9:[/b] wish, time stop, summon monster 9, metor swarm As for feats. Craft wand is a must (I am a big beliver in the power of wands and scrolls) and craft wonderous item is also attractive. The other craft feats are ok for flavor or if thats the only way to get such items but I dont' think much of them otherwise. As for metamagic: silent spell is always good for if you want to be subtle, still spell is less usefull but it does then allow you to perpare the silent/still combo which may or may not be terribly usefull to you. Heighten spell is always good for overcomming saves and empower spell can give you a lot of bang for your buck as well. Depending on your style you might want to give spell focus a pass but spell penetration is an absolute necessity. Edit: for the love of god Index, edit your post! :confused: If you just removed the return character at the end of every line it would only be [i]half[/i] as long. [/QUOTE]
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