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AnimeTheCat
2016-08-12, 04:08 PM
Hi all, I'm trying to make sure I didn't miss out on any good spells that are necessary. Here's what I've got so far. I know there are more spells than you get just by leveling, but I've found scrolls and scribed them. Just, what am I missing.

Character: Necromancy Specialist Wizard 3/Master Specialist 3
Prohibited Schools: Enchantment/Evocation

1st Level:
Enlarge Person
Cause Fear
Magic Weapon
Ray of Clumsiness
Ray of Enfeeblement
Protection from X.
Mage Armor
Shield
Summon Undead I
Identify

2nd Level:
Bull's Strength
Cat's Grace
Fox's Cunning
Bear's endurance
Command Undead
Invisibility
Knock
Summon Undead II
Stone Bones
Sonic Weapon
Scare
Curse of Impending Blades
Web

3rd:
Summon Undead III
Ray of Exhaustion
Undead Torch
Haste
Fly
Dispel Magic
Invisibility Sphere
Non-Detection
Vampire Touch
Tongues
Slow
Stinking Cloud
Ghoul Touch

Can anybody think of spells that I really should get and why? Thanks for any input.

Tvtyrant
2016-08-12, 04:12 PM
Mount: This is the low level version of fast traveling. Plus they are useful for equipment carrying, moving heavy blocks out of the way, and tanking wounds.

Phantom Steed: If you get this, don't get mount. It scales better since it can fly and walk on water, but also takes up a better slot.

Âmesang
2016-08-12, 05:13 PM
Looking over a character of my own for ideas, spells that come to mind are:

1st—endure elements, feather fall
2nd—false life, protection from arrows
3rd—protection from energy
You should be able to get away with preparing 'em just once, each, since some of them last fairly long; endure elements just to make you feel comfortable in extreme temperatures (depending on adventure locale), feather fall can protect not only yourself but your allies, false life for some extra health, protection from arrows should prove useful since I doubt you'll be facing too many magical ranged attacks just yet, and protection from energy against a powerful elemental attacker (dragon, hydra, enemy wizard using elemental attacks, &c…).

gorfnab
2016-08-12, 06:08 PM
1st: Acid Orb Lesser (SC), Grease, Wall of Smoke (SC), Benign Transposition (SC), Silent Image

Grease, Wall of Smoke, and Benign Transposition can be used as battlefield control spells. Silent Image has many outside/inside of combat uses if you use it creatively. Acid Orb Lesser is a decent damage option.

2nd: Glitterdust, Fog Cloud, Chain of Eyes (SC), Heroics (SC), Rope Trick, Alter Self, Invisibility, Minor Image, Blinding Color Surge (SC)

Glitterdust, Fog Cloud, and Blinding Color Surge will mess up your opponents. Alter Self, Heroics, Minor Image, and Invisibility will either buff you or give you other options in and out of combat. Chain of Eyes is great for group scouting. Rope Trick is a nice utility spell.

3rd: Shivering Touch (Fb), Sleet Storm, Dimensional Step (PHBII), Arcane Sight, Unluck (SC), Regal Procession (SC), Curse of Impeding Blades Mass (SC), Undead Torch (SC)

Unluck and Curse of Impending Blades Mass will debuff your opponents. Sleet Storm, Dimensional Step, and Regal Procession can be used as ways to mess up the battlefield. Undead Torch buffs your undead minions. Shivering Touch can basically kill dragons or any monsters with bad Dex scores. Arcane Sight lets you magically see a lot of stuff.

Troacctid
2016-08-12, 07:12 PM
Heart of Air and Heart of Water (CM)
Disobedience (CS)

Calthropstu
2016-08-12, 07:26 PM
So many GMs seem to ignore an adventuring party's greatest weakness.

"Hey look, guys loaded with magical gear... let's break into their hotel room and steal their stuff."

"Oh, your wizards spellbook was tucked into your robes? Well remember that kid that bumped into you earlier? Yeah your spellbook is missing."

Just saying.

As for what spells should be in this particular caster's book, I agree with gorfnab. You need at least one orb element in there. I personally would take lightning, but acid is equally good. Reason being you need a damage spell that doesn't allow for a reflex save. I also do not see a first level mass option.

In fact, your list doesn't contain a single mass effect spell at all. Sleep, color spray, burning hands... any one of those needs to be added to your first level list. Acid arrow, scorching ray, flaming sphere...

For third add maybe fireball, flame arrow, some sort of control spell...

come to think of it, I don't see a single damage dealing spell on your list at all. It's all utility. I guess if you want to be a scaredy cat mage who relies on the rest of the party to get anything done, that is a way to go. But the other members of your party will quickly get annoyed with you.

Malimar
2016-08-12, 07:44 PM
So many GMs seem to ignore an adventuring party's greatest weakness.

"Hey look, guys loaded with magical gear... let's break into their hotel room and steal their stuff."

"Oh, your wizards spellbook was tucked into your robes? Well remember that kid that bumped into you earlier? Yeah your spellbook is missing."

Just saying.

Some DMs may deliberately ignore this weakness, because stealing the wizard's spellbook is among the jerkiest of jerk moves. In a game where it's a war between the players and the DM and anything is on the table, it may be reasonable, but most games are not like that.

Calthropstu
2016-08-12, 08:32 PM
Some DMs may deliberately ignore this weakness, because stealing the wizard's spellbook is among the jerkiest of jerk moves. In a game where it's a war between the players and the DM and anything is on the table, it may be reasonable, but most games are not like that.

Actually, it makes for a great plot device.

"Ok, I will give your spellbook back, but first I want you to do something for me..."

AnimeTheCat
2016-08-12, 09:19 PM
So many GMs seem to ignore an adventuring party's greatest weakness.

"Hey look, guys loaded with magical gear... let's break into their hotel room and steal their stuff."

"Oh, your wizards spellbook was tucked into your robes? Well remember that kid that bumped into you earlier? Yeah your spellbook is missing."

Just saying.

As for what spells should be in this particular caster's book, I agree with gorfnab. You need at least one orb element in there. I personally would take lightning, but acid is equally good. Reason being you need a damage spell that doesn't allow for a reflex save. I also do not see a first level mass option.

In fact, your list doesn't contain a single mass effect spell at all. Sleep, color spray, burning hands... any one of those needs to be added to your first level list. Acid arrow, scorching ray, flaming sphere...

For third add maybe fireball, flame arrow, some sort of control spell...

come to think of it, I don't see a single damage dealing spell on your list at all. It's all utility. I guess if you want to be a scaredy cat mage who relies on the rest of the party to get anything done, that is a way to go. But the other members of your party will quickly get annoyed with you.

First, I have a skeletal minion that guards me all night and holds my spellbook, so it's guarded. Second, my wizard is very particular and doesn't let most people touch her. Nothing wrong with noting that except that it had nothing to do with the original post.

Next, an orb sounds good and will be a likely addition, however here's where you got a bit too abrasive:

Sleep - enchantment - forbidden school
Burning hands - evocation - forbidden school
Scorching ray - evocation - forbidden school
Flaming sphere - evocation - forbidden school
Fireball - evocation - forbidden school
Control spell - mostly enchantment - forbidden school

Web - Conjuration - 20ft area (aka mass effect spell)

Lastly, you have the audacity to assume you know what my party composition is and claim that my wizard is a "scary cat" simply because I don't have damage spells and that my party is going to be annoyed with me because of that. Who in the world died and made you master of all knowledge?! A ray of enfeeblement on the enemy reduces their attack rolls and increases the survivability of my party, they like that I assure you. Web makes the entangled opponents flat footed, the party rogue loves me. Invisibility sphere makes the whole party able to sneak through city gates, they all love that. Dealing damage is easy for them, I better enable them to do so. You have no idea how conceded you sound. A wizards job is not simply blast. A wizards job is so much more than that. Before you make claims like that, please think or don't post at all because it was neither relevant nor constructive.