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Wizard Spell Selection
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<blockquote data-quote="Shiroiken" data-source="post: 6670827" data-attributes="member: 6775477"><p>As a fellow lover of the Wizard: Welcome!</p><p></p><p>Unless you have access to spells outside your normal advancement, it's tricky to decide. I won't give any specific choices, since those vary from game to game, but there are a few things to take into consideration before choosing.</p><p></p><p>One of the things that matters is your game's style of combat. If you're getting attacked fairly regularly, then I would stock up on a good defensive spell or a movement spell to get you out of trouble. If you seldom see damage, then you can get by with just Shield or maybe Mage Armor.</p><p></p><p>Concentration is a drawback for many good spells. Make sure you only have a handful of those, preferably for different situations. If you have too many concentration spells, you won't have that many choices each round, since you'll want to maintain the first concentration spell you cast.</p><p></p><p>Wizard has the best Ritual Caster ability in the game: you don't have to prepare it, just have it in your book. This means that you can pick up a few ritual spells (comprehend languages, for example) that you never actually plan on preparing. I try to build my spellbook to be mostly my regularly prepared spells, plus rituals. I maximize my utility this way.</p><p></p><p>Something I LOVE about 5E is that you don't need an attack spell for every level. You can cast most of those with higher level slots for similar damage to spells of that level. This frees you up to have situational spells that you may seldom cast, but are vital when needed (Feather Fall, for example). I would make sure you have 1 attack spell for 1st level and 3rd level, and everything else as desired.</p><p></p><p>As a side note, if your DM ever allows you to scribe spells into your spellbook... do it! Save all your money (which you won't have much use for, outside of a few expensive components) to do so. More spells means more options, which increases your overall ability (especially if they're rituals!). Even spells that you don't think you'll ever need may come in handy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6670827, member: 6775477"] As a fellow lover of the Wizard: Welcome! Unless you have access to spells outside your normal advancement, it's tricky to decide. I won't give any specific choices, since those vary from game to game, but there are a few things to take into consideration before choosing. One of the things that matters is your game's style of combat. If you're getting attacked fairly regularly, then I would stock up on a good defensive spell or a movement spell to get you out of trouble. If you seldom see damage, then you can get by with just Shield or maybe Mage Armor. Concentration is a drawback for many good spells. Make sure you only have a handful of those, preferably for different situations. If you have too many concentration spells, you won't have that many choices each round, since you'll want to maintain the first concentration spell you cast. Wizard has the best Ritual Caster ability in the game: you don't have to prepare it, just have it in your book. This means that you can pick up a few ritual spells (comprehend languages, for example) that you never actually plan on preparing. I try to build my spellbook to be mostly my regularly prepared spells, plus rituals. I maximize my utility this way. Something I LOVE about 5E is that you don't need an attack spell for every level. You can cast most of those with higher level slots for similar damage to spells of that level. This frees you up to have situational spells that you may seldom cast, but are vital when needed (Feather Fall, for example). I would make sure you have 1 attack spell for 1st level and 3rd level, and everything else as desired. As a side note, if your DM ever allows you to scribe spells into your spellbook... do it! Save all your money (which you won't have much use for, outside of a few expensive components) to do so. More spells means more options, which increases your overall ability (especially if they're rituals!). Even spells that you don't think you'll ever need may come in handy :) [/QUOTE]
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