Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Wizards: Squishy or All Powerful?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Puggins" data-source="post: 5489225" data-attributes="member: 12386"><p>Wizards come equipped with the Scribe Scroll feat for free. By definition they can leverage scrolls better than other characters can leverage potions. Pulling equal to the wizard means sacrificing a precious feat.</p><p></p><p>Aside from that, I think some posters painted themselves into a big of a corner. No, the wizard is not ultra-survivable at 5th level. But at that level, you're unlikely to encounter creatures with SR, serious resistances, or significant ranged spell power, with the exception of NPC spellcasters. At that level, the wizard relies more on player skill to survive, which is a good thing.</p><p></p><p>But that doesn't last very long. Likely by 7th level, certainly by 9th level, the wizard's spell selection drastically improves his survival in virtually any setting. Look at the wizard's 7th level spell load out:</p><p></p><p>4 + 1 (Int) + 1 (School) = 6 1st level spells</p><p>3 + 1 + 1 = 5 2nd level spells</p><p>2 + 1 + 1 = 4 3rd level spells</p><p>1 + 1 + 1 = 3 4th level spells</p><p></p><p>that's 18 non-cantrip spells. The last time I played a wizard, I figured that I would devote about a third of my slots to defense and utility and two-thirds to offense (which, given proper spell selection, also doubles as defense).</p><p></p><p>For defense:</p><p><strong>Dimensional Portal (2nd level)</strong> to get out of grapples and move to better positions</p><p><strong>Mirror Image (2nd level)</strong> for encounters I know are coming</p><p><strong>Greater Mirror Image (3rd or 4th level)</strong> for surprises</p><p><strong>Armor (1st level)</strong> for persistent defense</p><p><strong>Shield (1st level)</strong> for defense for specific encounters</p><p></p><p>For offense:</p><p><strong>Grease (1st level)</strong> prevents monsters from moving into advantageous positions and gives me time to get away from those who've penetrated the line</p><p><strong>Glitterdust (2nd level)</strong> crashes the offensive ability of any monster, making it child's play to get away from it.</p><p><strong>Hideous Laughter (2nd level)</strong> completely shuts a monster down</p><p><strong>Hold Person (3rd level)</strong> does the same thing</p><p><strong>Evard's Black Tentacles (4th level)</strong></p><p><strong>Confusion (4th level)</strong></p><p></p><p>I left out a couple of good choices from necromancy, which I took as a barred school due to role-playing reasons.</p><p></p><p>You can probably get the general idea- shut the opponents down and let the rest of the party handle the damage-dealing, which in many cases is the only thing they are good at in combat. By eliminating offense, you inherently make yourself harder to kill. And who better to shut down than the creatures that have made it past the fighters and are parked right next to you?</p><p></p><p>In this campaign, I played an elf wizard- a horrible choice compared to a dwarf due to a significant difference in hit points. Up to around 7th level I relied on a couple of well-timed defensive spells and play skill to survive, and I never got knocked unconscious. After achieving 7th level I became much, much harder to kill, even surviving an ambush by a couple of advanced trolls that managed to sneak up on us and got past our melee characters (Greater Mirror Image is amazing).</p><p></p><p>We stopped the campaign at 10th level. By that time I simply didn't feel at all fragile. I had spells that could respond to practically any situation (feather fall becomes an easy take for a 1st level spell at that point, incidentally- no more pit issues). I could certainly be taken out by bad luck or a very concerted effort on the part of the monsters, but the melee characters were much more vulnerable- the barbarian and the warblade in the party were both knocked unconscious multiple times, I can't recall every going unconscious during that campaign.</p></blockquote><p></p>
[QUOTE="Puggins, post: 5489225, member: 12386"] Wizards come equipped with the Scribe Scroll feat for free. By definition they can leverage scrolls better than other characters can leverage potions. Pulling equal to the wizard means sacrificing a precious feat. Aside from that, I think some posters painted themselves into a big of a corner. No, the wizard is not ultra-survivable at 5th level. But at that level, you're unlikely to encounter creatures with SR, serious resistances, or significant ranged spell power, with the exception of NPC spellcasters. At that level, the wizard relies more on player skill to survive, which is a good thing. But that doesn't last very long. Likely by 7th level, certainly by 9th level, the wizard's spell selection drastically improves his survival in virtually any setting. Look at the wizard's 7th level spell load out: 4 + 1 (Int) + 1 (School) = 6 1st level spells 3 + 1 + 1 = 5 2nd level spells 2 + 1 + 1 = 4 3rd level spells 1 + 1 + 1 = 3 4th level spells that's 18 non-cantrip spells. The last time I played a wizard, I figured that I would devote about a third of my slots to defense and utility and two-thirds to offense (which, given proper spell selection, also doubles as defense). For defense: [B]Dimensional Portal (2nd level)[/B] to get out of grapples and move to better positions [B]Mirror Image (2nd level)[/B] for encounters I know are coming [B]Greater Mirror Image (3rd or 4th level)[/B] for surprises [B]Armor (1st level)[/B] for persistent defense [B]Shield (1st level)[/B] for defense for specific encounters For offense: [B]Grease (1st level)[/B] prevents monsters from moving into advantageous positions and gives me time to get away from those who've penetrated the line [B]Glitterdust (2nd level)[/B] crashes the offensive ability of any monster, making it child's play to get away from it. [B]Hideous Laughter (2nd level)[/B] completely shuts a monster down [B]Hold Person (3rd level)[/B] does the same thing [B]Evard's Black Tentacles (4th level)[/B] [B]Confusion (4th level)[/B] I left out a couple of good choices from necromancy, which I took as a barred school due to role-playing reasons. You can probably get the general idea- shut the opponents down and let the rest of the party handle the damage-dealing, which in many cases is the only thing they are good at in combat. By eliminating offense, you inherently make yourself harder to kill. And who better to shut down than the creatures that have made it past the fighters and are parked right next to you? In this campaign, I played an elf wizard- a horrible choice compared to a dwarf due to a significant difference in hit points. Up to around 7th level I relied on a couple of well-timed defensive spells and play skill to survive, and I never got knocked unconscious. After achieving 7th level I became much, much harder to kill, even surviving an ambush by a couple of advanced trolls that managed to sneak up on us and got past our melee characters (Greater Mirror Image is amazing). We stopped the campaign at 10th level. By that time I simply didn't feel at all fragile. I had spells that could respond to practically any situation (feather fall becomes an easy take for a 1st level spell at that point, incidentally- no more pit issues). I could certainly be taken out by bad luck or a very concerted effort on the part of the monsters, but the melee characters were much more vulnerable- the barbarian and the warblade in the party were both knocked unconscious multiple times, I can't recall every going unconscious during that campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Wizards: Squishy or All Powerful?
Top