What spells do you get tired of seeing wizard players take? Cliche's, etc.

Olaf the Stout said:
So basically half the spells in the PHB then?
Olaf the Stout


Yes, and I'll tell you why. There are VOLUMES of other spells out there. There are secrets to be unveiled in other books. I'd like to see players be a little more creative at making their wizard different from the last one.

..afterall, the only thing that really makes on wizard different from the next is his spell selection.


jh
 
Last edited:

log in or register to remove this ad


Funny thread.
My group of 7 players always includes a wizard.
In the last six years no one has taken fly or invisibility. Just doesn't come up.

I am tired of fireball but flaming sphere seems to get a lot of use at my table.
 


Honestly I dislike some of the real potent spells that either undo entire genres of game play (commune and the ilk and thier effect on mystery plots) or spells that as written nuke many abilities of PCs and BBEG alike (Mindblank is a major culprit here). The save or die spells can be a bit annoying (but more annoying for players when they are used againsts them) and spells with no SR or save allowed like forcecage can really mess a well planned adventure up. Finally there are a whole class of spells which seem to do nothing other than cause arguments (Polymorph, Disjunction) that probably should be exiled from the game.

In the face of these I can't say that I'm really bothered by wizards taking fireballs, invisibility and fly.
 



KB9JMQ said:
I would love to see this come back. It sure would eliminate carbon copy wizards.

Just make them roll randomly for starting spells and severely limit how often they can choose new spells and make them roll to learn new spells by means of spellcraft checks.

It works for my games.
 

el-remmen said:
Just make them roll randomly for starting spells and severely limit how often they can choose new spells and make them roll to learn new spells by means of spellcraft checks.

It works for my games.

Isn't it a bit draconian to potentially stick a wizard with useless spells, and then make it difficult to acquire spells to make up for it?

Also, how do you compensate for the fact that clerics know exactly what their getting into (as they have set spell lists) while wizards have to get lucky (or at the very least not unlucky) if they want spells they like?

In answer to the OP - of course those spells are the most commonly picked, as they are the most useful in most campaigns. If a DM constantly puts PCs in situations where fireball is the best solution, he shouldn't complain if they keep using it. Conversely, putting PCs in situations where other spells are useful will encourage use of other spells.
 

Mort said:
Isn't it a bit draconian to potentially stick a wizard with useless spells, and then make it difficult to acquire spells to make up for it?

Also, how do you compensate for the fact that clerics know exactly what their getting into (as they have set spell lists) while wizards have to get lucky (or at the very least not unlucky) if they want spells they like?

Well, I made it sound worse than it really is (though some would likely disagree). . .

Basically, wizard characters

aquerra.wiki said:
All wizards automatically begin with the following zero level spells: Read Magic, Detect Magic, and Prestidigitation.

The player then rolls twice on the Zero Level Spells table. If you roll the same spell twice or roll a spell from a restricted school, re-roll. Any roll from this table may be traded for the spell Arcane Mark instead.

In all cases, if a spell of an opposed school is rolled simply roll again.

In the case of first level spells, wizards roll once on the Offensive Spells table, once on the Defensive Spells table and twice on the Utilitarian Spells table.

Bonus Spells: Mages then roll d8 once for each point of their Intelligence modifier to determine their bonus spells: 1-2: Offensive, 3-4: Defensive, 5-6: Utilitarian, 7: Rare, 8: Wizard's Choice. You may trade in a roll for a bonus first level spell for any two zero level spells.

In addition, specialists may choose one extra spell from the 0th level table, and one 1st level spell from one of the following tables: Offensive, Defensive or Ulitarian spell lists, as long as the chosen spells are from their specialized school.

As for clerics - they have varying spell lists based on the god they worship, and they have an ethos they must stick with to continue getting access to those spells.
 

Remove ads

Top