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What 4th-level spells should any Wizard have?
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<blockquote data-quote="Victim" data-source="post: 1635225" data-attributes="member: 78"><p>Hmm, I like Dimension Door now. I didn't vote for it because I forgot that the new version doesn't daze the caster after using it - before, I prefered using Teleport to escape grapples and such since the caster could drop another spell the same round via haste or quicken.</p><p></p><p>Enervation is nasty, especially against casters. Losing high level spells really hurts.</p><p></p><p>Black Tentacles is much simpler now, and still strong against casters. In some ways, the older version was better since all the tentacles could aim at one guy. But the new damage immunity is a nice change.</p><p></p><p>Stoneskin is good. 250 gp isn't all that much if you expect some intense combat, and the materials based DR should make foes able to bypass your defense much rarer. </p><p></p><p>Scrying can still provide good intel, and also lets the wizard keep track of allies during downtime. </p><p></p><p>Greater Invisibility is one of the spells that can change the game. Offense and defense in one nice package.</p><p></p><p>Other good spells:</p><p></p><p>Confusion: amazingly disruptive against groups of enemies. </p><p>Polymorph: if I didn't hate the idea of characters fighting as monsters all the time, I'd have voted for this one.</p><p>Solid Fog: great combos with damage over time spells. </p><p></p><p>Non-core:</p><p>Acid Orb: Good damage, rare energy type, and a strong secondary effect. </p><p>Fire Orb: like acid orb, but has a better condition with the drawback of one of the most common energy types.</p></blockquote><p></p>
[QUOTE="Victim, post: 1635225, member: 78"] Hmm, I like Dimension Door now. I didn't vote for it because I forgot that the new version doesn't daze the caster after using it - before, I prefered using Teleport to escape grapples and such since the caster could drop another spell the same round via haste or quicken. Enervation is nasty, especially against casters. Losing high level spells really hurts. Black Tentacles is much simpler now, and still strong against casters. In some ways, the older version was better since all the tentacles could aim at one guy. But the new damage immunity is a nice change. Stoneskin is good. 250 gp isn't all that much if you expect some intense combat, and the materials based DR should make foes able to bypass your defense much rarer. Scrying can still provide good intel, and also lets the wizard keep track of allies during downtime. Greater Invisibility is one of the spells that can change the game. Offense and defense in one nice package. Other good spells: Confusion: amazingly disruptive against groups of enemies. Polymorph: if I didn't hate the idea of characters fighting as monsters all the time, I'd have voted for this one. Solid Fog: great combos with damage over time spells. Non-core: Acid Orb: Good damage, rare energy type, and a strong secondary effect. Fire Orb: like acid orb, but has a better condition with the drawback of one of the most common energy types. [/QUOTE]
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What 4th-level spells should any Wizard have?
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