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bobspldbckwrds
2009-02-11, 02:22 PM
i am looking for suggestions for my wizards spellbook. he is starting at 8th level.

i am playing a pseudo-blue(Expanded psi. handbook), where instead of being naturally psionic, i have a power resistance, and psionic hole for free (with a wis mod of 1) and no level adjustment. he is not a specialist, but he does have an "affinity" for fire spells, and has taken the explosive spell meta-magic feat.

the setting is a mash up of xorvantol(mm5) and spelljammer. this has me excited. I've never played a wizard before and would like to play this one right.

Assassin89
2009-02-11, 02:33 PM
Possible spells are burning hands, scorching ray, fireball, Pyrotechnics, wall of fire, flaming sphere, resist energy, summon monster III and IV, Fire Trap, Fire shield.

and those are just spells from the SRD

Fax Celestis
2009-02-11, 02:52 PM
Combust, flame dagger, fire shuriken, and flame spiders, from Spell Compendium.

bobspldbckwrds
2009-02-11, 03:45 PM
by the way, most of what i have to choose from is core and complete arcane.

Darth Stabber
2009-02-11, 04:38 PM
mnemonic enhancer (get back any third lvl or less spell that you have already cast is amazing)
*polymorph(brokenly awesome)
wall of fire
Black tentacles
Fire Storm(redone Ice Storm, if your GM allows it, which given your race thingy he might)
Flame arrow
*Dispel Magic(a must have spell, so many spells need to go away)
Displacement(Great Defensive spell)
Windwall(protection from arrows on 'roids)
Fly
Haste
Heroism
Explosive runes
Animalistic Power(It's +2 to str,dex and con, So you combine a bull, a bear and A cat, and you get this awesome sauce spell, so just one spell to mem, no guessing which you will need)
*Glitter dust(being attacked by invisible things sucks, punish them)
*invisibility(Hide is not on you skill list, this is better anyway)
rope trick
Spider climb
*Enervation(Against living foes this results in either death or makes them significantly less scary)
Ray of Exhaustion
Ray of Enfeeblement
Magic weapon (,greater)
solid Fog
hideous laughter
Knock
Shield
alarm
*Grease(Golem killer, and all around usefull control spell)
Web
True Strike
Mage Armor
*Protection from Evil
* denotes spells that are just CRAZY not to have

AslanCross
2009-02-11, 06:11 PM
I'd like to note that all the spells from Complete Arcane were reprinted in Spell Compendium. Spell Compendium is simply a compilation of spells from the Complete series (excluding Complete Mage and later), Dragon Mag, Manual of the Planes, among others.

Anyway, I have the following spells in mind:

Lv 1:
-mage armor
-grease
-shield
-lesser orb spells (Spell Compendium and CArc)
-true strike goes very well with the orb spells an other rays/ranged touch spells.
-ray of enfeeblement

Lv 2:
-glitterdust <--- A must.
-web
-scorching ray
-rope trick
-mirror image
-invisibility

Lv 3:
-haste
-dispel magic
-stinking cloud
-fireball or scintillating sphere(I don't care what those anti-Evocationists say, I'd always like my casters to have a rocket launcher)
-fly
-explosive runes
-great thunderclap (I think it's one of the few spells that actually calls for ALL THREE SAVES.)


Lv 4
-orb spells. I prefer orb of electricity.
-stoneskin
-black tentacles
-solid fog
-celerity (if your DM hasn't banned it)

bobspldbckwrds
2009-02-11, 07:17 PM
could someone post a link to the stats for celerity, just the fact that some dm's ban it has me interested.

Caeldrim
2009-02-11, 07:53 PM
short version: as an immediate action, take a standard action, and be dazed until the end of your next turn. Verbal component only.

Sometimes referred to as 'the wizard goes first'.