Wizards Essentials: Secrets of the Spiral Tower

ferratus

Adventurer
We all love magic. I like any article that gives more options for wizards, because you can never have too many spells.

The first section is the build advice section, but that's not really any secret is it? Put intelligence as close to 20 as possible, and choose 1 other ability to make a secondary, choose spells to match that secondary stat, choose implement to match that secondary stat, choose race to match that secondary stat. The only thing that I'm left wondering about in terms of wizard builds is whether an Orb of Deception is really better for illusion spells. Given that illusions creates area zones with immobilizing or forced movement effects, surely an Orb of Imposition would be better? With an area effect you're going to hit somebody, and keeping him out of the fight longer seems better than grabbing another enemy if you miss.

The second section is feats. The themed spells are only interesting for those that specialize in a particular type of magic, but "Far Spell" is pretty neat, allowing you to make sure you never have to leave the safety of the doorway. I'm not sure how much use "Immolate the Masses" would be, but it certainly seems like a bonus for doing what you would like doing best as an area attacker anyway.

The third section is powers! We always need more wizard powers to satisfy the sheer breadth of arcane archetypes. The implement specific powers are the most interesting to me, especially as it allows you to essentially cast a quickened spell. It would definitely be part of any action involving an action point. Angel wretch strikes me as a particularly vile spell, given that it takes parts from a glorious being and turns it into a twisted engine of destruction.

Finally you get a new paragon path, the relatively unimaginatively named "Tome Adept". The best power seems to be "Paper Secrets" though the frustrating thing about 4e is that you can only cast one of your learned spells at any particular level. So you have all these cool spells, but you never get a chance to use them because you always choose what is generally the best for your build rather than what might be good in a specific situation. I've always avoided the "expanded spellbook" feat up until now because it never seemed worth it to have an extra spell memorized that you rarely would prepare. Does anybody know all the magical items, feats, and abilities I can take to swap out spells for spells in my spellbook?
 
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I find myself preparing the same Daily attack spells almost every time. There have been times I've made use of the ability to pick between my Utility spells -- it's nice to be able to go from "combat monster" to "ultimate explorer".

Editing mistakes, per usual: for example, I'm going to assume Nightmare Eruption ought to deal 2d8 at Epic, not 2d6.

Cheers, -- N
 

The best power seems to be "Paper Secrets" though the frustrating thing about 4e is that you can only cast one of your learned spells at any particular level.

I'm surprised you think Paper Secrets, which is a path feature, is the best power. I wouldn't even call it the best feature, even though it's pretty good IMO.
Tome of Confusion (feature): you daze enemies with your extra actions.
Maze of Words (feature): you daze enemies with crits. Btw, this works with *all* powers, not just wizard ones. :cool:
Librus Phantasma (power): you remove one enemy from the fight, reliably, until he saves. Seriously, this power is awesome. :D
 
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I find myself preparing the same Daily attack spells almost every time. There have been times I've made use of the ability to pick between my Utility spells -- it's nice to be able to go from "combat monster" to "ultimate explorer".

Editing mistakes, per usual: for example, I'm going to assume Nightmare Eruption ought to deal 2d8 at Epic, not 2d6.

Cheers, -- N
And no feat table.
 



I find myself preparing the same Daily attack spells almost every time. There have been times I've made use of the ability to pick between my Utility spells -- it's nice to be able to go from "combat monster" to "ultimate explorer".

Which is why it absolutely sucks that "Expanded Spellbook" doesn't give you utility spells. Those are the ones I'd want to swap the most often. The only thing expanded spellbook does is allow you to swap out is dailies, the most difficult thing to swap out because you are thinking the whole time "I should have kept the daily power I'm best at".

Tomes allow an extra encounter, which is nice but not really a solution to the problem since you only get 1 extra encounter power. Power jewels allow you to refresh encounter powers, which makes the tome more useful. Mnemonic staffs seem to be the only thing that allows you to swap out a power you've prepared for another power, but you can only do that once per day. Other magic items store spells, but you're stuck with that spell all the time. You don't have the ability to make spell scrolls anymore (though you do have ritual scrolls).

I would be ecstatic if there was a build that allowed me the chance to experiment with the spells in my spellbook before they went obsolete. In 3.x and prior editions, some spells were definately better than others, but at least you had multiple spell slots per level so you could save 1 slot for experimenting with.

I would kill for someone to show me the "many spells" build. I don't need to be quite as crazy as the 3.x wizard, but something that allows me to make use of those 4 spells per level I'd get with expanded spellbook and tome adept would be nice. I'd be pretty much the same as a 1e/2e wizard in terms of flexibility.
 

I'm surprised you think Paper Secrets, which is a path feature, is the best power. I wouldn't even call it the best feature, even though it's pretty good IMO.
Tome of Confusion (feature): you daze enemies with your extra actions.
Maze of Words (feature): you daze enemies with crits. Btw, this works with *all* powers, not just wizard ones. :cool:
Librus Phantasma (power): you remove one enemy from the fight, reliably, until he saves. Seriously, this power is awesome. :D
Oh man, I hadn't noticed the Reliable keyword. So much win.
 


I would kill for someone to show me the "many spells" build. I don't need to be quite as crazy as the 3.x wizard, but something that allows me to make use of those 4 spells per level I'd get with expanded spellbook and tome adept would be nice. I'd be pretty much the same as a 1e/2e wizard in terms of flexibility.
The best way to set this up, I think, is a Deva wizard with Remembered Wizardry and focusing on the Tome. This will give you a choice of 3 utility powers per level (one from spellbook, one from Remembered Wizardry). What's more, at Paragon with Improved Tome of Readiness, you can access a daily or utility power in your spellbook during combat once/encounter.

EDIT: Drat, after reading closer, you have to pick what power to use for the Improved Tome during memorization. Ah, well, 3 dailies and utlities per level should still make you plenty versatile.
 

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