Wizard Tips?

I generally stuck to "favorite" spells. Every day's spell rack was essentially the same, unless I had some kind of advance notice that a different layout would be needed.

For something to become a favorite, it tended to be more useful than its peers (like, say, Magic Missile once you get to higher levels) and generally straightforward in its applications (Fireball or Mage Armor or Dispel Magic). It either protected me, hurt the bad guys, or enhanced a party member's stats, abilities, or mobility. There are a lot of highly specialized spells out there, and I hardly ever memorized or used any of them.

Sometimes I'd leave a slot unmemorized in case I wanted the chance to fill in a gap later on in the day, but mostly I stuck to the classics. For spells which could only be used for very specific or emergency applications (Knock, Expeditious Retreat, Feather Fall, Shield), I tended to keep a scroll or two around instead. After all, you can never really be sure when you're going to run into a locked door that the rogue can't defeat, but you don't want to waste one of those insanely useful 2nd-level spell slots on Knock unless you know you're going to use it. I dumped a lot of cash and a fair number of xps into making (or buying) at least one or two scrolls for nearly every weirdo spell in my book, just so I could have them available. It saved our party's asses more than a few times.

I also coveted (and eventually made) pearls of power, so I could squeak a little more use out of the few spells I could memorize. If you have Craft Wands, that helps a lot, too. Load up on wands of spells you use a lot that aren't terribly level-dependent in their effects, and it really opens up your memorized spell slots for more interesting selections.

But at some point, you have to make peace with the idea that sometimes you just have to say "I can do that tomorrow, but not today." It used to happen in our game all the time when it came time to use heavy-duty divination spells (Scry, Identify, Locate Object, etc.) or do rapid, full-party transport (Teleport). If it has to be done today and you don't have the perfect spell memorized or on a scroll, then you just have to resign yourself to the idea that you can't solve everything alone and hope that the rest of the party can come up with a workable alternative.

--
that is, after all, one of the reasons you're hanging around with them
ryan
 

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From 3rd level up you'll really want to have at least one spell slot per level open so if you need to fill that slot with a utility spell later in the day, you are able to do so. It might take 15 minutes, but it's better than not being able to use appropriate spells.
 

I tend to scribe scrolls that don't change a lot as caster level increases. I tend to memorize spells like featherfall that are pretty useless on scrolls.
 

Tip #1 - You get "scribe scroll" for free - as others have mentioned, make LIBERAL use of it.

Tip #2 - Pick up Craft Wand and Craft Staff as soon as you are eligible. These are for your "blaster" spells (fireball, lightning bolt, ice storm, etc.) My wizards have taken to referring to staves as "sorcerer-on-a-stick" - you pack all your nasty attack spells into the staff and it's just like having a blast sorcerer.

Tip #3 - Never prepare more than one or two "one-target blast spells" - and only use those like you'd use a hold-out pistol... i.e., for when you're cornered, you're in imminent danger of death, and you absolutely, positively HAVE to cause damage right now.

Tip #4 - Look for ways to contribute in combat other than direct damage... and don't be afraid to use "non-spell" things to contribute. A (smart) wizard makes a great "field general" if you're good at tactics. Web, grease, and similar spells can shut down portions of a battlefield, but in a pinch, a tanglefoot bag works just as well. Any wizard who isn't trying to utilize as many alchemical items as he can to augment his ability to muck up his opponents needs to take a good hard look at what his low hp, AC, and BAB will let him do in combat... touch attacks are easy.

Tip #5 - Your familiar, especially if it's a "common" animal, is a great scout. Sending a rat around the corner of a dungeon to have a peep about isn't going to draw much attention. Also, even though you may suffer XP loss, better to lose a familiar than die yourself. Yes, you're that fragile.

Tip #6 - Pick up "Craft Wondrous Item" and "Craft Arms & Armor" - use the first to make AC-boosters for yourself. Use the second to make weapons and armor for your "Tanks" - they'll be MUCH more willing to protect you when they realize if they don't, their gear will be MUCH more expensive to obtain. ;)

Tip #7 - In combat, the sorcerer is the "blast mage." The wizard is supposed to be more subtle... he's the one who finds victory by pulling a rabbit out of his hat (or other orifice), if you'll pardon the pun.

If I think of any more, I'll post them, but most of what I wanted to add has already been covered.

--The Sigil
 
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Sleep, Gedlee's Electric Loop (Magic of Faerun) and Mage Armor are all good. I also like Silent Image if your DM lets you get creative with it. You can create a decoy party leader who might be the first to be attacked in an ambush.

Now, as far as WHAT to prepare from a list of choices, you should consider planning alternate lists. Are you going into a dungeon? Well, maybe you should memorize clairvoyance so you can see what's in the next room. While you are at it, consider memorizing Web today. Are you going into a city? Drop Magic Missle for Charm Person and consider substituting Detect Thoughts in place of of Melf's Acid Arrow. Wandering around in the wilderness? Well, this would be a good day to memorize Expeditious Retreat. Do you know that you're going into combat against somethng with high magic resistance? This would be agood day to have Summon Monster and Haste available since these spells don't have to beat SR.
 

At lower levels it's almost always sleep spell. Most things the GM throws at you won't bother you.

As far as memorizing, I hate to say it, but Scribe Scroll is a low level wizard's best friend. Gives you a lot more variety to your abilities than you would normally have.

After that, trying finding a wand or rod to augment your offensive abilities so that you can memorize some dispel magics and other good spells.

Main thing is, especially at lower levels, have some weapon based missile combat abilities and be ready to move to avoid being crushed by the enemy.
 

Look also at the casting times. If it´s 10 minutes or longer, and you plan to use it, don´t prepare the spell: just leave the slop open. Normally, or you need to cast the spell now or you can spend 15 more minutes preparing it.
 


The Sigil said:
Tip #2 - Pick up Craft Wand and Craft Staff as soon as you are eligible. These are for your "blaster" spells (fireball, lightning bolt, ice storm, etc.) My wizards have taken to referring to staves as "sorcerer-on-a-stick" - you pack all your nasty attack spells into the staff and it's just like having a blast sorcerer.

Hmm... staffs, sure. Wands, not so cool... with the scaling expense by caster level and the sucky save DCs...

Wands are often better for no-save spells.

-Hyp.
 


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