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What spells does your Wizard have prepared right now?
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<blockquote data-quote="Blue" data-source="post: 8419199" data-attributes="member: 20564"><p>My most recent wizard is Vaeris Lianon, a 13th level (pre-Tasha's) bladesinger who was in Avernus. Both as a bladesinger and in a place where most foes had magic resistance and/or elemental immunities, her spell list differs from a general usage wizard. Oh, and Dragon's Breath was to do on her familiar, Onyx. Please note the Ritual list - that was an important part of the utility without needing to take up spells prepared.</p><p></p><p>Here's what she had prepared the last session of play, when we dealt with [ISPOILER]saving Zariel and then fighting Bel, the ex-patron of our Warlock[/ISPOILER]. I'm just cut-n-pasting from my sheet so it also has my quick notes so I don't need to look up spells at the table. (C) means concentration, (R) means reaction to cast, [ba] means bonus action to cast.</p><p></p><p><u>Cantrip</u></p><p><strong>Booming Blade</strong>: Make melee attack with +2d8 thunder, if target moves takes 3d8 thunder damage</p><p><strong>Lightning Lure</strong>: Range 15’; STR save or pulled up to 10 feet straight towards and take 3d8 lightning damage</p><p><strong>Mage Hand</strong>: Very handy. Up to 10 lbs. Better than a 8sp lady of negotible virtue.</p><p><strong>Message</strong>: 30’ range; point at someone – talk and get reply, no one can overhear.</p><p><strong>Mold Earth</strong>: 5’ cube dig</p><p><strong>Prestidigitation:</strong> Yer a wizard, ‘arry!</p><p></p><p><u>1st</u></p><p><strong>Absorb Elements</strong> ® take acid, cold, fire, lightning or thunder; Resistance, and +1d6 damage of that type next melee hit.</p><p><strong>Feather Fall</strong> – Normally 5, Chris allows this to be upcast for more.</p><p><strong>Mage Armor</strong> 8 hours, AC 13</p><p><strong>Shield</strong> ® Triggers if hit; +5 AC until start of next turn & ignore magic missile</p><p></p><p><u>2nd</u></p><p><strong>Cloud of Daggers</strong> © 4d4 Slashing in 5’ cube (enter or start). Upcast +2d4. Note: no save or attack</p><p><strong>Dragon’s Breath</strong> [ba] ©, 1min. Target creature can spend action to 15’ cone 3d6 breath (acid, cold, fire, lightning or poison) DEX save half, upcast +1d6</p><p><strong>Knock</strong></p><p><strong>Misty Step</strong></p><p></p><p><u>3rd</u></p><p><strong>Fly</strong> © Upcast +1 targets</p><p><strong>Lightning Bolt</strong> – 100’ x 5’ line; 8d6 lightning, DEX save for half</p><p><strong>Counterspell</strong></p><p></p><p><u>4th</u></p><p><strong>Evard’s Black Tentacles</strong> © 20’ sq, diff terrain. Enter/start, DEX save or 3d6b + restrain. Start restrained, auto take 3d6b. STR/DEX check to free self.</p><p><strong>Greater Invisibility</strong> © 1 min Invis. Can attack, etc.</p><p><strong>Otiluke’s Resiliient Sphere</strong> – Enclose creature Large or smaller. Unwilling DEX save. Nothing can pass thru.</p><p><strong>Fire Shield</strong></p><p></p><p><u>5th</u></p><p><strong>Transmute Rock</strong> - Non-concentration large battlefield control that doesn't have to go against their Magic Resistance.</p><p><strong>Wall of Force</strong> ©</p><p><strong>Steel Wind Strike</strong> – 5 targets, melee spell attack each target. 6D10 force. Teleport within 5’ of one of the targets.</p><p></p><p><u>6th</u></p><p><strong>Mass Suggestion</strong> ©</p><p><strong>Tenser’s Transformation</strong> © 10min, 50 tHP, Advantage/+2d12 force all weapons, prof STR & CON, no Spells. All prof. At end, DC 15 CON or</p><p><strong>True Seeing</strong></p><p></p><p><u>7th</u></p><p><strong>Forcecage</strong></p><p><strong>Crown of Stars</strong> – 7 motes, 4d12 radiant, bonus action</p><p></p><p><u>Rituals</u> – 10 minute cast w/o using slot</p><p>Alarm, Comprehend Languages, Contact Other Plane, Detect Magic, Feign Death, Find Familiar, Identify, Leomund’s Tiny Hut, Magic Mouth, Rary’s Telepathic Bond, Tenser’s Floating Disk, Water Breathing</p><p></p><p>Note: Feather Fall was changed by our DM to allow it to be upcast to cover more people, since we had a party of 7. This is again a specific pick because were were [ISPOILER]having to climb back up to Elturiel, and then fight a flying foe[/ISPOILER].</p><p></p><p>Spells like Cloud of Daggers only make sense in the elemental immunity and advantage to all saves that we met in Avernus. Lightning bolt was my one AoE spell (earlier levels: Thunderwave) against non-fiends, picked because it seemed everything was immune to fire and because with such a large party someone would always beat me on init and run up so I needed to be selective on targets.</p><p></p><p>Knock - we had no rogue or anyone with skills to deal with locks or traps. Besides sending the barbarian in first.</p><p></p><p>Otiluke's could also be used on allies about to die.</p></blockquote><p></p>
[QUOTE="Blue, post: 8419199, member: 20564"] My most recent wizard is Vaeris Lianon, a 13th level (pre-Tasha's) bladesinger who was in Avernus. Both as a bladesinger and in a place where most foes had magic resistance and/or elemental immunities, her spell list differs from a general usage wizard. Oh, and Dragon's Breath was to do on her familiar, Onyx. Please note the Ritual list - that was an important part of the utility without needing to take up spells prepared. Here's what she had prepared the last session of play, when we dealt with [ISPOILER]saving Zariel and then fighting Bel, the ex-patron of our Warlock[/ISPOILER]. I'm just cut-n-pasting from my sheet so it also has my quick notes so I don't need to look up spells at the table. (C) means concentration, (R) means reaction to cast, [ba] means bonus action to cast. [U]Cantrip[/U] [B]Booming Blade[/B]: Make melee attack with +2d8 thunder, if target moves takes 3d8 thunder damage [B]Lightning Lure[/B]: Range 15’; STR save or pulled up to 10 feet straight towards and take 3d8 lightning damage [B]Mage Hand[/B]: Very handy. Up to 10 lbs. Better than a 8sp lady of negotible virtue. [B]Message[/B]: 30’ range; point at someone – talk and get reply, no one can overhear. [B]Mold Earth[/B]: 5’ cube dig [B]Prestidigitation:[/B] Yer a wizard, ‘arry! [U]1st[/U] [B]Absorb Elements[/B] ® take acid, cold, fire, lightning or thunder; Resistance, and +1d6 damage of that type next melee hit. [B]Feather Fall[/B] – Normally 5, Chris allows this to be upcast for more. [B]Mage Armor[/B] 8 hours, AC 13 [B]Shield[/B] ® Triggers if hit; +5 AC until start of next turn & ignore magic missile [U]2nd[/U] [B]Cloud of Daggers[/B] © 4d4 Slashing in 5’ cube (enter or start). Upcast +2d4. Note: no save or attack [B]Dragon’s Breath[/B] [ba] ©, 1min. Target creature can spend action to 15’ cone 3d6 breath (acid, cold, fire, lightning or poison) DEX save half, upcast +1d6 [B]Knock Misty Step[/B] [U]3rd[/U] [B]Fly[/B] © Upcast +1 targets [B]Lightning Bolt[/B] – 100’ x 5’ line; 8d6 lightning, DEX save for half [B]Counterspell[/B] [U]4th[/U] [B]Evard’s Black Tentacles[/B] © 20’ sq, diff terrain. Enter/start, DEX save or 3d6b + restrain. Start restrained, auto take 3d6b. STR/DEX check to free self. [B]Greater Invisibility[/B] © 1 min Invis. Can attack, etc. [B]Otiluke’s Resiliient Sphere[/B] – Enclose creature Large or smaller. Unwilling DEX save. Nothing can pass thru. [B]Fire Shield[/B] [U]5th[/U] [B]Transmute Rock[/B] - Non-concentration large battlefield control that doesn't have to go against their Magic Resistance. [B]Wall of Force[/B] © [B]Steel Wind Strike[/B] – 5 targets, melee spell attack each target. 6D10 force. Teleport within 5’ of one of the targets. [U]6th[/U] [B]Mass Suggestion[/B] © [B]Tenser’s Transformation[/B] © 10min, 50 tHP, Advantage/+2d12 force all weapons, prof STR & CON, no Spells. All prof. At end, DC 15 CON or [B]True Seeing[/B] [U]7th[/U] [B]Forcecage Crown of Stars[/B] – 7 motes, 4d12 radiant, bonus action [U]Rituals[/U] – 10 minute cast w/o using slot Alarm, Comprehend Languages, Contact Other Plane, Detect Magic, Feign Death, Find Familiar, Identify, Leomund’s Tiny Hut, Magic Mouth, Rary’s Telepathic Bond, Tenser’s Floating Disk, Water Breathing Note: Feather Fall was changed by our DM to allow it to be upcast to cover more people, since we had a party of 7. This is again a specific pick because were were [ISPOILER]having to climb back up to Elturiel, and then fight a flying foe[/ISPOILER]. Spells like Cloud of Daggers only make sense in the elemental immunity and advantage to all saves that we met in Avernus. Lightning bolt was my one AoE spell (earlier levels: Thunderwave) against non-fiends, picked because it seemed everything was immune to fire and because with such a large party someone would always beat me on init and run up so I needed to be selective on targets. Knock - we had no rogue or anyone with skills to deal with locks or traps. Besides sending the barbarian in first. Otiluke's could also be used on allies about to die. [/QUOTE]
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