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Turning a lacklustre blaster into an all-rounder with a tool for every situation?
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<blockquote data-quote="jrowland" data-source="post: 6748601" data-attributes="member: 94389"><p>You seem to have a good enough grasp of what you need to do to get more utility. One thing to consider: Whatever the specialty, your wizard specialty is your "spam" move: What you do over and over. Therefore filling your spellbook with those spells is actually not useful. Just grab the "best" spell for your specialty then fill with others. A good rule of thumb is grab 1 specialty and 1 other when you level...but even that might be too much. </p><p></p><p>As an evoker, you have the "boom" spells covered. Sure you could get melf's acid arrow, but scorching ray is fine. Given the above list, here is my advice:</p><p></p><p>Web: Very useful against crowds. Even against high strength creatures it can slow them them down.</p><p></p><p>Hold Person: Locks down a single target for the rest of your group to gank. Unlike past editions where it was hold and forget, this spell is hold and focus fire. Good against a BBEG that has a low save.</p><p></p><p>Suggestion: Not just for social situations. This spell can be used as a "suggest and forget" to remove a target from a combat. Talk to your DM about various suggestions like "Flee this (dungeon, castle, boat, place) and do not return!" is an effective way to remove a target. It lasts 8 hours or until you break concentration. Effectively they will "flee" for the number of rounds you concentrate, but even 1-4 rounds can make a huge difference, especially used on a brute with low wis. Spells like these are "divide and conquer" spells.</p><p></p><p>Invisibility: Great spell for sneakier wizards, or as a defense, but as an evoker it seems a poor fit.</p><p></p><p>Mage Armor: I am of the mind you should choose either shield or mage armor and be done. You have shield, you are done. Stay out of combat, move a lot, and IF you need it, use shield.</p><p></p><p>Feather Fall: Way too situational. Great spell when you need it, so nice to have if you expect adventuring in high places. But at level 4, I doubt it.</p><p></p><p>Great combo: <em>Suggestion</em> on a Big Brute to Flee...concentrate a few rounds while blasting mooks with AOE...then break conc by using <em>Hold Person</em> on BBEG when rest of team is ready to gang up...concentrate while <em>Firebolt</em> on BBEG (let party get the hits here)..when Big Brute returns, up level Magic Missile or (when 5th or higher ) Scorching Ray on it (hopefully BBEG is dead or near dead and party can help).</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="jrowland, post: 6748601, member: 94389"] You seem to have a good enough grasp of what you need to do to get more utility. One thing to consider: Whatever the specialty, your wizard specialty is your "spam" move: What you do over and over. Therefore filling your spellbook with those spells is actually not useful. Just grab the "best" spell for your specialty then fill with others. A good rule of thumb is grab 1 specialty and 1 other when you level...but even that might be too much. As an evoker, you have the "boom" spells covered. Sure you could get melf's acid arrow, but scorching ray is fine. Given the above list, here is my advice: Web: Very useful against crowds. Even against high strength creatures it can slow them them down. Hold Person: Locks down a single target for the rest of your group to gank. Unlike past editions where it was hold and forget, this spell is hold and focus fire. Good against a BBEG that has a low save. Suggestion: Not just for social situations. This spell can be used as a "suggest and forget" to remove a target from a combat. Talk to your DM about various suggestions like "Flee this (dungeon, castle, boat, place) and do not return!" is an effective way to remove a target. It lasts 8 hours or until you break concentration. Effectively they will "flee" for the number of rounds you concentrate, but even 1-4 rounds can make a huge difference, especially used on a brute with low wis. Spells like these are "divide and conquer" spells. Invisibility: Great spell for sneakier wizards, or as a defense, but as an evoker it seems a poor fit. Mage Armor: I am of the mind you should choose either shield or mage armor and be done. You have shield, you are done. Stay out of combat, move a lot, and IF you need it, use shield. Feather Fall: Way too situational. Great spell when you need it, so nice to have if you expect adventuring in high places. But at level 4, I doubt it. Great combo: [I]Suggestion[/I] on a Big Brute to Flee...concentrate a few rounds while blasting mooks with AOE...then break conc by using [I]Hold Person[/I] on BBEG when rest of team is ready to gang up...concentrate while [I]Firebolt[/I] on BBEG (let party get the hits here)..when Big Brute returns, up level Magic Missile or (when 5th or higher ) Scorching Ray on it (hopefully BBEG is dead or near dead and party can help). Good luck! [/QUOTE]
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Turning a lacklustre blaster into an all-rounder with a tool for every situation?
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