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What 5th-level spells should any Wizard prepare?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1823851" data-attributes="member: 3146"><p>5th level doesn't have a lot of standout spells like 3rd level. For the most part, I think of 5th level as the slot for metamagicked lower level spells. Still, if I had to pick four to prepare, they'd be:</p><p></p><p>Feeblemind: The ulitmate anti-wizard and anti-sorceror spell. A big part of your role as a wizard or sorcerer is taking out the other side's artillery. Feeblemind does that and then some.</p><p></p><p>Wall of Force: The large area and unbreakable nature of the wall of force make it a key spell for shaping and manipulating the battlefield. Even in an open field, it will generally buy a round or two of freedom from half of your foes--and that's often enough to entirely defeat their allies.</p><p></p><p>Magic Jar: It's one of those spells that needs some finesse in order to work, but when it works, it has an exponential effect. Taking over a large, high HD creature like a giant and walking through the rest of the mod in that creature's body has a domino effect upon later encounters.</p><p></p><p>Waves of Fatigue: It's a battlefield altering spell that alters the battlefield by altering your opponents. If they can't run or charge, they can't manuever, and foes that can't manuever are meat for the picking. The -2 to strength and dex can also have a domino effect upon foes who suddenly become encumbered and this is especially noticable for lightly armored foes with middling strength scores.</p><p></p><p>There are a few spells that didn't make the list, despite being incredible spells. Teleport is an amazing spell but it's not a spell I would have a wizard prepare every day. Instead, I'd leave an open slot and prep a teleport if I needed it. For short range mobility, Dimension Door is more reliable and has less opportunity cost. Fabricate is an INCREDIBLE spell for wizards who have invested in craft skills. There's nothing like being able to take a tree and a lump of pig iron and churn out a few thousand masterwork arrows in one day or churning out masterwork swords for an entire army and barrels full of alchemist's fire for the catapults. But it's not a spell you'd prepare every day unless you were trying to drive particular guilds out of business or ruin local economies by running skilled workers out of business and then exiting the business yourself, leaving whole sections of the economy missing. Wall of Stone is a similar spell. If you want to do large scale construction quickly, you can't do better than Wall of Stone. Even so, it's not something you'd prepare every day.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1823851, member: 3146"] 5th level doesn't have a lot of standout spells like 3rd level. For the most part, I think of 5th level as the slot for metamagicked lower level spells. Still, if I had to pick four to prepare, they'd be: Feeblemind: The ulitmate anti-wizard and anti-sorceror spell. A big part of your role as a wizard or sorcerer is taking out the other side's artillery. Feeblemind does that and then some. Wall of Force: The large area and unbreakable nature of the wall of force make it a key spell for shaping and manipulating the battlefield. Even in an open field, it will generally buy a round or two of freedom from half of your foes--and that's often enough to entirely defeat their allies. Magic Jar: It's one of those spells that needs some finesse in order to work, but when it works, it has an exponential effect. Taking over a large, high HD creature like a giant and walking through the rest of the mod in that creature's body has a domino effect upon later encounters. Waves of Fatigue: It's a battlefield altering spell that alters the battlefield by altering your opponents. If they can't run or charge, they can't manuever, and foes that can't manuever are meat for the picking. The -2 to strength and dex can also have a domino effect upon foes who suddenly become encumbered and this is especially noticable for lightly armored foes with middling strength scores. There are a few spells that didn't make the list, despite being incredible spells. Teleport is an amazing spell but it's not a spell I would have a wizard prepare every day. Instead, I'd leave an open slot and prep a teleport if I needed it. For short range mobility, Dimension Door is more reliable and has less opportunity cost. Fabricate is an INCREDIBLE spell for wizards who have invested in craft skills. There's nothing like being able to take a tree and a lump of pig iron and churn out a few thousand masterwork arrows in one day or churning out masterwork swords for an entire army and barrels full of alchemist's fire for the catapults. But it's not a spell you'd prepare every day unless you were trying to drive particular guilds out of business or ruin local economies by running skilled workers out of business and then exiting the business yourself, leaving whole sections of the economy missing. Wall of Stone is a similar spell. If you want to do large scale construction quickly, you can't do better than Wall of Stone. Even so, it's not something you'd prepare every day. [/QUOTE]
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What 5th-level spells should any Wizard prepare?
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