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What Spells are Going in Your Spellbook?
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<blockquote data-quote="DaveDash" data-source="post: 6448177" data-attributes="member: 6786202"><p>Some picks for a Wizard:</p><p></p><p>Shield.* If you're an abjurer pick this as your spell mastery spell at Level 18.</p><p>Mirror Image.</p><p>Misty Step.</p><p>Hold Person.</p><p>Magic Weapon (if no magic weapons in the group)</p><p>Scorching Ray.</p><p>Blink.* This combined with Mirror Image combined with Abjurer Wizard = extremely hard to kill Wizard.</p><p>Fireball.</p><p>Counterspell* This can be vital to have memorized. </p><p>Wall of Fire.</p><p>Banishment.* A lot of monsters in the game can be banished back to their home plane.</p><p>Arcane Eye.</p><p>Fire Shield (awesome against Red or White Dragons).</p><p>Bigbys Hand.* This is a fantastic spell with great utility, and used as a bonus action can increase a Wizards DPR significantly.</p><p>Wall of Force.* This spell is overpowered. Check with your DM about what can fit into a 20ft radius, we've ruled only large or smaller can fit inside.</p><p>Chain Lightning.</p><p>Disintegrate.</p><p>Force Cage.* Broken spell. Hefty material component price.</p><p>Etherealness. Great for bypassing threats or ambushing non-spell caster Dragons.</p><p>Foresight.* Incredible spell if cast on a Fighter with sharpshooter/great weapon master.</p><p></p><p>Rituals:</p><p>Detect Magic. You can basically have this on all the time between encounters and you should.</p><p>Find Familiar. Get an owl, annoy your DM.</p><p>Leomunds Tiny Hut. By RAW you can attack out of this with weapons. We've house ruled that in our game though.</p><p>Water breathing. Combined with Leomunds Tiny Hut this can be extremely annoying for the DM to hunt you down.</p><p></p><p>*Denotes a top pick spell from my list.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6448177, member: 6786202"] Some picks for a Wizard: Shield.* If you're an abjurer pick this as your spell mastery spell at Level 18. Mirror Image. Misty Step. Hold Person. Magic Weapon (if no magic weapons in the group) Scorching Ray. Blink.* This combined with Mirror Image combined with Abjurer Wizard = extremely hard to kill Wizard. Fireball. Counterspell* This can be vital to have memorized. Wall of Fire. Banishment.* A lot of monsters in the game can be banished back to their home plane. Arcane Eye. Fire Shield (awesome against Red or White Dragons). Bigbys Hand.* This is a fantastic spell with great utility, and used as a bonus action can increase a Wizards DPR significantly. Wall of Force.* This spell is overpowered. Check with your DM about what can fit into a 20ft radius, we've ruled only large or smaller can fit inside. Chain Lightning. Disintegrate. Force Cage.* Broken spell. Hefty material component price. Etherealness. Great for bypassing threats or ambushing non-spell caster Dragons. Foresight.* Incredible spell if cast on a Fighter with sharpshooter/great weapon master. Rituals: Detect Magic. You can basically have this on all the time between encounters and you should. Find Familiar. Get an owl, annoy your DM. Leomunds Tiny Hut. By RAW you can attack out of this with weapons. We've house ruled that in our game though. Water breathing. Combined with Leomunds Tiny Hut this can be extremely annoying for the DM to hunt you down. *Denotes a top pick spell from my list. [/QUOTE]
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