Zaruthustran
The tingling means it’s working!
I think your spell selection is fine. The Wizard's unique strength is the breadth of spells--every class can do damage, but the Wizard has access to all sorts of multi-use utility spells and you've embraced that. Bravo!
You asked how others choose spells. When I play a wizard, I look for spells that can be useful in at least two different ways. Web is a great example. Yes you can trap enemies inside of it. But as anyone familiar with Spider-Man knows, you can also use it as a safety net for falling allies, a way to stop vehicles, objects, or mounts, a clog for a passageway, cover for hiding, tinder for a large fire, and so on. Cast it to span a chasm, then toss cloaks or debris atop to form a non-sticky pathway across the resulting bridge. And so on.
Same with Blindness/Deafness. 99% of the time this is a debuff. But you can also use it defensively against monsters with vision or sound-based attacks. Sirens are the classic example.
Hidden gems:
Unseen Servant. 1 hour duration, not a Concentration spell. I started a thread about some fun uses of this invisible, Str 2, space-occupying entity: http://www.enworld.org/forum/showthread.php?453022-Unseen-Servant-fun-with. An auto-include in my opinion.
Gust of Wind. I've been surprised how often dangerous gasses are encountered while adventuring. This spell removes them. It creates a linear movement debuff. It's also useful to extinguish small flames, spread large flames, power sailing ships, kick up an obscuring dust cloud, disperse small/weak critters, discourage crowds. Lots of utility here.
Rope Trick. Perennial favorite. A refuge, a spying hideout, a secure and safe way to reach a height.
Misty Step. The wizard's Get-Out-Of-Jail card. "Jail" being a grapple, a Web, a mob, or other location-based hazard. Can also be used out of combat for infiltration.
Alter Self. Water-breathing one spell level early. Perfect disguise (including voice). And Magic Weapon. All rolled into one spell.
PS: Keep in mind that as a Wizard, you don't need to prepare the spells you cast as rituals. They just have to be in your book. Of course, you *can* prepare them if you wish--like if you don't think you'll be able to spare the +10 minute casting time.
You asked how others choose spells. When I play a wizard, I look for spells that can be useful in at least two different ways. Web is a great example. Yes you can trap enemies inside of it. But as anyone familiar with Spider-Man knows, you can also use it as a safety net for falling allies, a way to stop vehicles, objects, or mounts, a clog for a passageway, cover for hiding, tinder for a large fire, and so on. Cast it to span a chasm, then toss cloaks or debris atop to form a non-sticky pathway across the resulting bridge. And so on.
Same with Blindness/Deafness. 99% of the time this is a debuff. But you can also use it defensively against monsters with vision or sound-based attacks. Sirens are the classic example.
Hidden gems:
Unseen Servant. 1 hour duration, not a Concentration spell. I started a thread about some fun uses of this invisible, Str 2, space-occupying entity: http://www.enworld.org/forum/showthread.php?453022-Unseen-Servant-fun-with. An auto-include in my opinion.
Gust of Wind. I've been surprised how often dangerous gasses are encountered while adventuring. This spell removes them. It creates a linear movement debuff. It's also useful to extinguish small flames, spread large flames, power sailing ships, kick up an obscuring dust cloud, disperse small/weak critters, discourage crowds. Lots of utility here.
Rope Trick. Perennial favorite. A refuge, a spying hideout, a secure and safe way to reach a height.
Misty Step. The wizard's Get-Out-Of-Jail card. "Jail" being a grapple, a Web, a mob, or other location-based hazard. Can also be used out of combat for infiltration.
Alter Self. Water-breathing one spell level early. Perfect disguise (including voice). And Magic Weapon. All rolled into one spell.
PS: Keep in mind that as a Wizard, you don't need to prepare the spells you cast as rituals. They just have to be in your book. Of course, you *can* prepare them if you wish--like if you don't think you'll be able to spare the +10 minute casting time.