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What 5th-level spells should any Wizard prepare?
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<blockquote data-quote="Urbanmech" data-source="post: 1822604" data-attributes="member: 122"><p>Teleport, Wall of Force, and Feeblemind. </p><p></p><p>Teleport is useful for utility travel aspects and to get past obstacles but in a pinch it can be a useful combat spell. Touch the enemy and send him 1000 miles away.</p><p></p><p>Wall of Force can very effectively divide a battlefield and much of 3rd edition is about lessening the number of foes you have to fight at one time. Unless the foes can teleport or cast disintegrate they are stuck behind the wall to watch their comrades fall. It can also block an escape route that enemies may use to summon help. Lots of fun.</p><p></p><p>Feeblemind can reduce a mighty wizard to a useless bag of hitpoints. It can also remove the fighting prowess of intelligent foes. Though I wish the rulings on what a character is capable of at 1 int were more clear. What feats are useable? How does a fighter continue to operate if feebleminded?</p></blockquote><p></p>
[QUOTE="Urbanmech, post: 1822604, member: 122"] Teleport, Wall of Force, and Feeblemind. Teleport is useful for utility travel aspects and to get past obstacles but in a pinch it can be a useful combat spell. Touch the enemy and send him 1000 miles away. Wall of Force can very effectively divide a battlefield and much of 3rd edition is about lessening the number of foes you have to fight at one time. Unless the foes can teleport or cast disintegrate they are stuck behind the wall to watch their comrades fall. It can also block an escape route that enemies may use to summon help. Lots of fun. Feeblemind can reduce a mighty wizard to a useless bag of hitpoints. It can also remove the fighting prowess of intelligent foes. Though I wish the rulings on what a character is capable of at 1 int were more clear. What feats are useable? How does a fighter continue to operate if feebleminded? [/QUOTE]
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What 5th-level spells should any Wizard prepare?
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