What Spells does your wizard memorize?

DarkJester

First Post
So how about it? On a normal day of adventuring what does your wizard memorize?
For my level 12 elf wizard its as follows:

0 Level: Light,Presdigitation,ghost sound,mage hand
1 Level: Magic Missle x2
Sheildx2
Mage Armor
Grease
Endure Elements
2 Level: Web
Melfs Acid Arrow x2
Mirror Image
Cats Grace
Endurance
False Life
3 Level: Fly
Fireball
Lightining Bolt x2
Haste
Slow
4 Level: Polymorph self
Polymorph Other
Dimsenion Door
Stone Skin
Charm Monster
5 Level: Cone of Cold
Feeblemind
Dominate Person
Hold Person
Firebrand
6 Level: Disentegrate
Eyebite
Chain Lightining
Mass Haste

Carries at least 2 scrolls of greaterdispel and protection from elements,back ups of mage armor, fly,endurance,and cats grace.
1 Scroll see invisible (in case the permed one gets dispeled)
 

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First of all, polymorph self seems like a poor choice most of the time. You can polymorph other yourself, and simply dispel it if there is a problem. It doubles as offense, too. Also, glitterdust is an important spell. Just because you can see an invisible opponent doesn't mean your party can also. Blindness can be icing on the cake, if he fails his save. Also, more hastes is probably a good plan unless you have something like boots of speed. A second haste will be key if you get in multiple battles in the same day. Finally, a stilled, eschewed teleport is good to memorize in one of those level 6 slots.

As always, YMMV.

-nameless
 

my wizard

Necromancer 5, not at all min-maxed

0: Read Magic, Detect Magic, Disrupt Undead, Prestidigitation, Daze
1. Chill Touch, Magic Missile, Ray of Enfeeblement, Cause Fear, Shield
2. Spectral Hand, Bull's Strength (x2), Cat's Grace
3. Vampiric Touch (x2), Slow
 


Rogue/Illusionist w G. spell focus in Enchantment

0-Ghost Sound, Res X2, Mage hand, Detect magic
1- Color Spray, Xpeditious retreat, True Strike X2, Sleep, Hold Portal
2-Mirror Image X2, Blindness/Deafness, Web, Cat's Grace, Alter Self
3-Dosplacement, Haste, Gaseous Form, Suggestion X2
 

sun elf wiz5/incantatrix10

0th - read, detectx3
1st - prot from evil, shield, detect secret, true strike, feather fall, spider climb, expeditious retreat
2nd - prot from arrows, detect thoughts, daylight, invis, knock, darkvision, shatter
3rd - dispel magic, prot from elements, haste, fireball, fly, displace
4th - minor globe, charm monster, empowered lightning bolt, improved invis, dimension door, polymorph self
5th - dismissal, dominate person, maximized empowered bull's str, animal growth, maximized fireball x2
6th - antimagic field, true seeing, chain lightning, greater dispelling, persistent haste (if it doesnt work then hurried steps from magic of rokugan and its a level lower too)
7th - spell turning, prismatic spray, banishment
8th - prismatic wall
 


Wiz 10

0: Light, Detect Magic (2), Read Magic
1: Mage Armor, True Strike, Magic Missle (2), Expeditious Retreat, Feather Fall
2: Glitterdust (2), Bull's Str (2), Cat's Grace, Melf's Acid Arrow
3: Ice Burst or Fireball, Haste, Slow (2), other varies
4: Detect Scrying, Confusion, Dimension Door, Mass Darkvision
5: Summon Monster V, Wall of Force, Quickened Shield

Spells that he always takes:
1: Mage Armor, Magic Missle, Feather Fall
2: Glitterdust, at least one of Bull's Str or Cat's Grace
3: Slow
4: Dimension Door

This varies quite a bit. Lately we've been having to go into unlit locations against opponents who have scryed on us.

Things of note about this spell selection:
Fighting giants, so it makes no sense to take spells that give a Fort save.

The wizard has a Permanent See Invisible up, so no reason to take See Invisible. That extra spell slot is worth the XP, especially since I don't have to spend time casting the spell when I really need it.

There is a Sorcerer in the group with Dispel Magic, so there is
absolutely no reason for the wizard to ever take it.

Since we are fighting Giants, it is much more effective in terms of group survival to slow multiple giants (limiting them to one attack) than to haste any one person in the group.

At 5th level, I've also been known to put an Empowered Fireball/Lightingbolt/Ice Burst in there. Depends on the mood. We haven't been using Tome & Blood for long, so those spells are recent additions.

The GM in this campaign doesn't limit a wizard's spell selection. This makes a big difference in how broad a selection I have to pick from, which means I tend to experiement with some of the spells I haven't used very much.
 

Just about any spell I can lay my hand on from R&R, Book of Eldritch Might and Magic of Faerun! :D Oh and a few from Tome and Blood.
 

Halfling Wizard 4

In Dungeon:

0: Ray of Frost x2, Daze, Detect Magic
1: Magic Missile x2, Burning Hands, Grease
2: Melf's Acid Arrow, Flaming Sphere, Glitterdust

In Town:
0: Detect Magic, Mage Hand, Read Magic x2
1: Charm Person x2, Sleep, Ventriloquism
2: Arcane Lock, Fox's Cunning, Flaming Sphere

The area me and my group are in right now (actually the whole continent) is anti-Arcane, since they think Arcane = evil, but I've cut a deal with the local church of Pelor that I'll serve them if they won't kill me.

Plus I touched a holy tree and didn't die, so that helped.
 

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