What 5th-level spells should any Wizard prepare?

What 5th-level spells should any Wizard prepare? (Pick multiple)

  • Animal Growth

    Votes: 1 0.9%
  • Balefule Polymorph

    Votes: 15 12.8%
  • Blight

    Votes: 0 0.0%
  • Break Enchantment

    Votes: 12 10.3%
  • Cloudkill

    Votes: 22 18.8%
  • Cone of Cold

    Votes: 17 14.5%
  • Contact Other Plane

    Votes: 3 2.6%
  • Dismissal

    Votes: 5 4.3%
  • Dominate Person

    Votes: 15 12.8%
  • Dream

    Votes: 0 0.0%
  • Fabricate

    Votes: 6 5.1%
  • False Vision

    Votes: 0 0.0%
  • Feeblemind

    Votes: 23 19.7%
  • Hold Monster

    Votes: 37 31.6%
  • Interposing Hand

    Votes: 3 2.6%
  • Mage's Faithful Hound

    Votes: 0 0.0%
  • Mage's Private Sanctum

    Votes: 4 3.4%
  • Magic Jar

    Votes: 10 8.5%
  • Major Creation

    Votes: 2 1.7%
  • Mind Fog

    Votes: 3 2.6%
  • Mirage Arcana

    Votes: 2 1.7%
  • Nightmare

    Votes: 2 1.7%
  • Overland Flight

    Votes: 6 5.1%
  • Passwall

    Votes: 5 4.3%
  • Permanency

    Votes: 12 10.3%
  • Persistent Image

    Votes: 1 0.9%
  • Planar Binding, Lesser

    Votes: 3 2.6%
  • Prying Eyes

    Votes: 6 5.1%
  • Secret Chest

    Votes: 0 0.0%
  • Seeming

    Votes: 2 1.7%
  • Sending

    Votes: 6 5.1%
  • Shadow Evocation

    Votes: 5 4.3%
  • Summon Monster V

    Votes: 19 16.2%
  • Symbol of Pain

    Votes: 2 1.7%
  • Symbol of Sleep

    Votes: 0 0.0%
  • Telekinesis

    Votes: 15 12.8%
  • Telepathic Bond

    Votes: 8 6.8%
  • Teleport

    Votes: 88 75.2%
  • Transmute Mud to Rock

    Votes: 2 1.7%
  • Transmute Rock to Mud

    Votes: 6 5.1%
  • Wall of Force

    Votes: 68 58.1%
  • Wall of Stone

    Votes: 11 9.4%
  • Waves of Fatigue

    Votes: 8 6.8%

Kershek said:
I hadn't thought of this. How many alchemists fires could a 9th level wizard make in a day? How many equates to 90 cu/ft?

Is it made form plants or minerals. Minerals the area of effect is dropped by a lot. I'm not sure which figure you used since I don't have the book in front of me and my memory sucks right now.
 

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Teleport: What can't it do?

Waves of Fatigue: No save screwover for the enemy. Yes please!

For other slots at this level, metamagiced lower level spells. These two are the only must haves.
 

Ridley's Cohort said:
The only truly must have spells for me are Wall of Force and Silent Dimension Door.

Wall of Force shapes the battlefield like no other spell. My favorite wizard spell, period.

I always want to have a Silent Dimension Door or Silent Teleport handy. I most often use it to pull an injured or fallen comrade out of harms way.

While I'm a big fan of a silent D-door or teleport for the escape hatch at levels 12ish I'd rather put the slot in somehting else and rely upon a contingency. A short version of my favorite being D-door me If I'm successfully grappled. I also like one based if I'm caught by surprise, since 1 surprise round can very easily mean one dead wizard. At hgiher levels where my level 5 slot isn't as important or lower levels before contiency I always have 1 prepared. In fact I take the silent spell feat pretty much just for D-Door and teleport.
 

I usually take teleport an feeblemind. But i don't get why anyone would take dream. Can someone explain to me why dream is a level 5 spell.
 

Nail said:
I picked the obvious ones (Wall of Force, Teleport), but I have to say, I'm awfully partial to Summon Monster V.

It's a great utility and attack spell, all rolled into one. Celestial Brown Bear rocks -- that Imp. Grab has made my PC's life much easier. The Huge fiendish shark helped us box-in a swimming black dragon, flying opponents hate celestial griffons, and being able to summon 1d3 fiendish large spiders (that throw Webs!) has been golden. What's not to like about this spell? :)

The casting time. :(
 

Had you cast (say) fear or confusion, both lower-level spells, then your opponents would have been basically out of the fight for the next minute.

Assuming, of course, that the lowered save DCs (because they are lower-level spells) aren't a problem...

Of course, the real problem is that, unlike most fog spells, Mind Fog doesn't force a new save every round you're in it. I think that's rather ... annoying, personally.

Also, Mind Fog forces
 


Wall of Force is much more versatile than Teleport (although WoF did suffer a kickdown in power in 3.5). Teleport is good for traveling long distances. That's about it. Anything else, you can do with Dimension Door. So, if I had to choose, I'd take Wall of Force.
 

Permanency!

Poor forgotten permanency. Yes teleport and wall of force are highly versatile in a pinch, but permanency can make you versatile with a little bit of planning ahead and all those wonderful lower-level effects. Things like constant detect magic and such are great. Subtle, but definitely makes for some very eldritch wizardry.

Then again, this is a preferred mode for a wizard. I don't like playing sorcerors, but teleport and wall of force are definite must-haves for spell-knowledge poor sorcerors.
 


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