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Wizards - standard spell loadout?
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<blockquote data-quote="Hjorimir" data-source="post: 1368060" data-attributes="member: 5745"><p>Here is what I’d have in my book…</p><p>1st: Alarm, Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile, Protection From Evil, Shield, True Strike, Unseen Servant</p><p>2nd: Glitterdust, Invisibility, Rope Trick, See Invisible</p><p>3rd: Clairaudience/Clairvoyance, Dispel Magic, Fly, Lighting Bolt</p><p>4th: Dimension Door, Invisibility (Greater), Resilient Sphere, Solid Fog</p><p>5th: Cloudkill, Cone of Cold, Summon Monster V, Telekinesis</p><p>6th: Acid Fog, Chain Lightning, Disintegrate, Repulsion</p><p>7th: Limited Wish, Prismatic Spray, Spell Turning, Summon Monster VII</p><p></p><p></p><p>Here is what I’d have prepared…</p><p>0: Detect Magic x2, Light x2</p><p>1st: Alarm, Expeditious Retreat, Mage Armor, Magic Missile (x2), Shield</p><p>2nd: Glitterdust (x2), Invisibility (x2), Rope Trick, See Invisible</p><p>3rd: Clairaudience/Clairvoyance, Dispel Magic (x2), Fly, Lightning Bolt</p><p>4th: Dimension Door, Invisibility (Greater), Resilient Sphere (x2), Solid Fog</p><p>5th: Cloudkill, Cone of Cold, Summon Monster V, Telekinesis</p><p>6th: Acid Fog, Chain Lightning, Disintegrate, Repulsion</p><p>7th: Limited Wish, Prismatic Spray</p><p></p><p>A few touches:</p><p>Alarm is great for covering your back in a dungeon.</p><p>Glitterdust in case the cleric fails to have Invisibility Purge ready to go.</p><p>Invisibility plus Summon Monsters is pretty safe business for a wizard.</p><p>Rope Trick so you and your group can rest in peace and recoup your spells as needed.</p><p>Clairaudience/Clairvoyance…the potential for this spell in a dungeon is staggering.</p><p>Lightning Bolt was selected over Fireball due to the indoors element (think long hallways).</p><p>Dimension Door…get out jail card (even when grappled).</p><p>Resilient Sphere is two fold for removing powerful combatants and protecting yourself.</p><p>Solid Fog is one of the best crowd-control spells in the game.</p><p>Cloudkill...have to love Con damage.</p><p>Summon Monster V…some of those monsters you can summon can cast spells that you cannot.</p><p>Telekinesis…given the woefully small spell selection this is a wonderfully adaptable spell.</p><p>Acid Fog…Solid Fog plus damage…what’s not to like?</p><p>Chain Lightning…often indoors it is difficult to line up area-effect spells.</p><p>Disintegrate…not only deadly it has utility use as well.</p><p>Repulsion…being indoors means monsters can run up and whack on you…not a healthy lifestyle.</p><p>Limited Wish…again I took this for its ability to a great many things.</p><p>Prismatic Spray…got to have one big boom.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1368060, member: 5745"] Here is what I’d have in my book… 1st: Alarm, Expeditious Retreat, Floating Disk, Mage Armor, Magic Missile, Protection From Evil, Shield, True Strike, Unseen Servant 2nd: Glitterdust, Invisibility, Rope Trick, See Invisible 3rd: Clairaudience/Clairvoyance, Dispel Magic, Fly, Lighting Bolt 4th: Dimension Door, Invisibility (Greater), Resilient Sphere, Solid Fog 5th: Cloudkill, Cone of Cold, Summon Monster V, Telekinesis 6th: Acid Fog, Chain Lightning, Disintegrate, Repulsion 7th: Limited Wish, Prismatic Spray, Spell Turning, Summon Monster VII Here is what I’d have prepared… 0: Detect Magic x2, Light x2 1st: Alarm, Expeditious Retreat, Mage Armor, Magic Missile (x2), Shield 2nd: Glitterdust (x2), Invisibility (x2), Rope Trick, See Invisible 3rd: Clairaudience/Clairvoyance, Dispel Magic (x2), Fly, Lightning Bolt 4th: Dimension Door, Invisibility (Greater), Resilient Sphere (x2), Solid Fog 5th: Cloudkill, Cone of Cold, Summon Monster V, Telekinesis 6th: Acid Fog, Chain Lightning, Disintegrate, Repulsion 7th: Limited Wish, Prismatic Spray A few touches: Alarm is great for covering your back in a dungeon. Glitterdust in case the cleric fails to have Invisibility Purge ready to go. Invisibility plus Summon Monsters is pretty safe business for a wizard. Rope Trick so you and your group can rest in peace and recoup your spells as needed. Clairaudience/Clairvoyance…the potential for this spell in a dungeon is staggering. Lightning Bolt was selected over Fireball due to the indoors element (think long hallways). Dimension Door…get out jail card (even when grappled). Resilient Sphere is two fold for removing powerful combatants and protecting yourself. Solid Fog is one of the best crowd-control spells in the game. Cloudkill...have to love Con damage. Summon Monster V…some of those monsters you can summon can cast spells that you cannot. Telekinesis…given the woefully small spell selection this is a wonderfully adaptable spell. Acid Fog…Solid Fog plus damage…what’s not to like? Chain Lightning…often indoors it is difficult to line up area-effect spells. Disintegrate…not only deadly it has utility use as well. Repulsion…being indoors means monsters can run up and whack on you…not a healthy lifestyle. Limited Wish…again I took this for its ability to a great many things. Prismatic Spray…got to have one big boom. [/QUOTE]
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