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Wizard Spell Selection
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<blockquote data-quote="Zaruthustran" data-source="post: 6671208" data-attributes="member: 1457"><p>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!</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Hidden gems: </p><p>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: <a href="http://www.enworld.org/forum/showthread.php?453022-Unseen-Servant-fun-with" target="_blank">http://www.enworld.org/forum/showthread.php?453022-Unseen-Servant-fun-with</a>. An auto-include in my opinion.</p><p></p><p>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.</p><p></p><p>Rope Trick. Perennial favorite. A refuge, a spying hideout, a secure and safe way to reach a height. </p><p></p><p>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. </p><p></p><p>Alter Self. Water-breathing one spell level early. Perfect disguise (including voice). And Magic Weapon. All rolled into one spell.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6671208, member: 1457"] 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: [url]http://www.enworld.org/forum/showthread.php?453022-Unseen-Servant-fun-with[/url]. 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. [/QUOTE]
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