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Wizard Cantrips: Which are the best early on?
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<blockquote data-quote="Joe Liker" data-source="post: 6452714" data-attributes="member: 6777505"><p>You only need one ranged cantrip, but take two (at most) if you like having control options.</p><p></p><p>You may prefer to attack at range, but unfortunately, it's not always your decision to make. You need something that works in melee because you will find yourself in melee range at some point, whether you like it or not. <em>Poison spray</em> is fine at low levels, but much worse later on due to monster immunities (fiends are immune, in addition to the constructs and undead already mentioned). <em>Acid splash</em> is good; <em>shocking grasp</em> is better because it lets you safely move away.</p><p></p><p>Your last cantrip or two can be something for utility or trickery. I personally think <em>mage hand</em> is slightly overrated. I feel like people enjoy thinking of all the ways it might be used, but in practice it is seldom necessary. (If you want it, make sure no one else in the party has it.) It's a fun roleplaying device, however, as is <em>prestidigitation</em>. On the other hand, <em>dancing lights</em>, <em>minor illusion</em>, <em>message</em>, and <em>mending</em> can all be very practical choices, especially if you are the creative sort. And <em>light </em>is indispensible if you do not have darkvision.</p><p></p><p>DO NOT take <em>true strike</em> or <em>blade ward</em>. These are by far the worst spells on the list. They have minor applications in a multiclass or hybrid build, but are nothing but a waste of time for a full sorcerer. <em>Friends </em>is not as good as it might seem, either -- the aftereffect has earned it the more appropriate nickname "<em>enemies</em>."</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6452714, member: 6777505"] You only need one ranged cantrip, but take two (at most) if you like having control options. You may prefer to attack at range, but unfortunately, it's not always your decision to make. You need something that works in melee because you will find yourself in melee range at some point, whether you like it or not. [I]Poison spray[/I] is fine at low levels, but much worse later on due to monster immunities (fiends are immune, in addition to the constructs and undead already mentioned). [I]Acid splash[/I] is good; [I]shocking grasp[/I] is better because it lets you safely move away. Your last cantrip or two can be something for utility or trickery. I personally think [I]mage hand[/I] is slightly overrated. I feel like people enjoy thinking of all the ways it might be used, but in practice it is seldom necessary. (If you want it, make sure no one else in the party has it.) It's a fun roleplaying device, however, as is [I]prestidigitation[/I]. On the other hand, [I]dancing lights[/I], [I]minor illusion[/I], [I]message[/I], and [I]mending[/I] can all be very practical choices, especially if you are the creative sort. And [I]light [/I]is indispensible if you do not have darkvision. DO NOT take [I]true strike[/I] or [I]blade ward[/I]. These are by far the worst spells on the list. They have minor applications in a multiclass or hybrid build, but are nothing but a waste of time for a full sorcerer. [I]Friends [/I]is not as good as it might seem, either -- the aftereffect has earned it the more appropriate nickname "[I]enemies[/I]." [/QUOTE]
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