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What Spells does your wizard memorize?
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<blockquote data-quote="bret" data-source="post: 114539" data-attributes="member: 713"><p>Wiz 10</p><p></p><p>0: Light, Detect Magic (2), Read Magic</p><p>1: Mage Armor, True Strike, Magic Missle (2), Expeditious Retreat, Feather Fall</p><p>2: Glitterdust (2), Bull's Str (2), Cat's Grace, Melf's Acid Arrow</p><p>3: Ice Burst or Fireball, Haste, Slow (2), other varies</p><p>4: Detect Scrying, Confusion, Dimension Door, Mass Darkvision</p><p>5: Summon Monster V, Wall of Force, Quickened Shield</p><p></p><p>Spells that he always takes:</p><p>1: Mage Armor, Magic Missle, Feather Fall</p><p>2: Glitterdust, at least one of Bull's Str or Cat's Grace</p><p>3: Slow</p><p>4: Dimension Door</p><p></p><p>This varies quite a bit. Lately we've been having to go into unlit locations against opponents who have scryed on us.</p><p></p><p>Things of note about this spell selection:</p><p>Fighting giants, so it makes no sense to take spells that give a Fort save.</p><p></p><p>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.</p><p></p><p>There is a Sorcerer in the group with Dispel Magic, so there is </p><p>absolutely no reason for the wizard to ever take it.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="bret, post: 114539, member: 713"] 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. [/QUOTE]
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