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Wizards - standard spell loadout?
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<blockquote data-quote="Saeviomagy" data-source="post: 1368195" data-attributes="member: 5890"><p>For starters I leave one slot at every level empty for future memorisation.</p><p></p><p>I'll memorise a few of the higher level summon monsters (ie from SM IV onwards) because that means you have an impressive array of spell like abilities to choose from. Additionally, I'd spend points on being able to speak all of the planar languages. It's well worth it.</p><p></p><p>I'll have some 'message' spells memorised.</p><p></p><p>I'll have teleport memorised at least twice.</p><p></p><p>I'll have magic missile a few times</p><p></p><p>I'll have forcecage memorised</p><p></p><p>I'll have fireball memorised a couple of times</p><p></p><p>I'll have polymorph memorised twice</p><p></p><p>I'll have prestidigitation memorised</p><p></p><p>I'll have feather fall memorised</p><p></p><p>I think I'm pretty much covered.</p><p></p><p>If we meet a solo creature we cannot harm, I forcecage it. Then I can memorise specific spells to deal with it.</p><p></p><p>If we meet multiple smaller creatures, fireballs take care of them.</p><p></p><p>In any fight, I can summon a creature appropriate to the situation. I've got a list of monsters to summon which includes everything from healing, to battlefield control. Additionally a great number of those creatures are good for utility situations.</p><p></p><p>polymorph self is good for a great many things, from flying to stat boosts to swimming or whatever. It's great.</p><p></p><p>teleport is in there twice so we can potentially retreat, regroup, heal and then return the same day.</p><p></p><p>Message is very useful for coordinating actions.</p><p></p><p>Prestidigitation is nice for a great deal of situations, from "the food is plain" to "it smells in here" to "you're slimed"...</p><p></p><p>Other notable spells that I know</p><p>1 comprehend languages</p><p></p><p>1 feather fall</p><p>1 mirror image</p><p>1 identify</p><p>1 magic missile</p><p></p><p>2 rope trick</p><p>2 glitterdust</p><p>2 summon swarm</p><p>2 resist energy</p><p></p><p>3 circle of protection from evil</p><p>3 sleet storm</p><p>3 fireball</p><p></p><p>4 charm monster</p><p>4 summon monster iv</p><p>4 polymorph</p><p></p><p>5 break enchantment</p><p>5 summon monster v</p><p>5 teleport</p><p></p><p></p><p>6 contingency</p><p>6 greater dispel</p><p>6 true seeing</p><p>6 summon monster vi</p><p></p><p>7 limited wish</p><p>7 spell turning</p><p>7 summon monster vii</p><p>7 forcecage</p><p></p><p></p><p>I think I've got it mostly covered. The contingency is most likely a teleport keyed to the front door of the dungeon (or wherever we last safely rested if there are safe resting places inside the dungeon) and triggers if I'm incapacitated.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1368195, member: 5890"] For starters I leave one slot at every level empty for future memorisation. I'll memorise a few of the higher level summon monsters (ie from SM IV onwards) because that means you have an impressive array of spell like abilities to choose from. Additionally, I'd spend points on being able to speak all of the planar languages. It's well worth it. I'll have some 'message' spells memorised. I'll have teleport memorised at least twice. I'll have magic missile a few times I'll have forcecage memorised I'll have fireball memorised a couple of times I'll have polymorph memorised twice I'll have prestidigitation memorised I'll have feather fall memorised I think I'm pretty much covered. If we meet a solo creature we cannot harm, I forcecage it. Then I can memorise specific spells to deal with it. If we meet multiple smaller creatures, fireballs take care of them. In any fight, I can summon a creature appropriate to the situation. I've got a list of monsters to summon which includes everything from healing, to battlefield control. Additionally a great number of those creatures are good for utility situations. polymorph self is good for a great many things, from flying to stat boosts to swimming or whatever. It's great. teleport is in there twice so we can potentially retreat, regroup, heal and then return the same day. Message is very useful for coordinating actions. Prestidigitation is nice for a great deal of situations, from "the food is plain" to "it smells in here" to "you're slimed"... Other notable spells that I know 1 comprehend languages 1 feather fall 1 mirror image 1 identify 1 magic missile 2 rope trick 2 glitterdust 2 summon swarm 2 resist energy 3 circle of protection from evil 3 sleet storm 3 fireball 4 charm monster 4 summon monster iv 4 polymorph 5 break enchantment 5 summon monster v 5 teleport 6 contingency 6 greater dispel 6 true seeing 6 summon monster vi 7 limited wish 7 spell turning 7 summon monster vii 7 forcecage I think I've got it mostly covered. The contingency is most likely a teleport keyed to the front door of the dungeon (or wherever we last safely rested if there are safe resting places inside the dungeon) and triggers if I'm incapacitated. [/QUOTE]
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