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Wizards Essentials: Secrets of the Spiral Tower
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<blockquote data-quote="ferratus" data-source="post: 4972708" data-attributes="member: 55966"><p>We all love magic. I like any article that gives more options for wizards, because you can never have too many spells.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="ferratus, post: 4972708, member: 55966"] 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? [/QUOTE]
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