KOLE
2019-04-27, 01:01 PM
Hey playground,
I've built a fun character concept. The character emphasizes luck and rerolls, the idea is a Halfling who starts two levels Wizard for portent and goes Wild Sorcerer form there for Bend Luck and Tides of Chaos. It's certainly not the most optimized build of all time, I get that, but its mostly for the character and reroll shenanigans. Pointbuy stats after Lightfoot racial bonuses: 8/14/14/14/8/16.
I'm trying to pick my Wizard spells for level 1 and 2. Altogether that's 8 spells guaranteed without copying spell scrolls and the like. My spell save DC and and attack will be okay with +2 for the first two levels, but my ASIs are going to be dedicated to Charisma since this is just a dip for the Sorcerer, so INT will be 14 for the entire characters life. I'm trying to pick Wizard Spells that will always be relevant to have. I'll still be able to prepare 4 spells for my entire career, and I want them to be useful.
For cantrips I'm taking Prestidigitation, Dancing Lights and Chill Touch. I wish I could avoid having a damage cantrip, so I could keep my three Wizards cantrips always relevant for the campaign, but getting through those first two levels without one seems like a tall order. I picked two good utilities to last me all campaign. Chill Touch is a niche cantrip, but when it regen enemies come up it will be good to have around, even if it has a lower attack bonus. Any other ideas for cantrip choice?
When building my spell list I wanted to include as many rituals as possible, but quickly decided this wouldn't work well. There's 8 first level rituals total for the Wizard, and most of them are too niche to have on the spell list. So I've decided to skip them entirely and dedicate my gold to picking them up in downtime. So, excluding rituals, these are all the 1st level Wizard spells I see being relevant all campaign long for a dip:
Absorb Elements
Color Spray
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Longstrider
Mage Armor
Magic Missile
Protection From Good & Evil
Shield
Silent Image
Sleep
15 Total spells. We have to trim this list down to 8. At some point, I hope to copy all 15 of these + all 8 rituals into my spell book later in the campaign, but after we pick 8, all our gold/downtime is going to be dedicated to getting the rituals, so 7 of these spells aren't going to be in the book for a long time. All of these were picked because they don't involve attack rolls or saving throws- which is why I think they'll remain relevant. So now our task is to pick 8 to get us through our first two levels. So far, I've decided on these:
Absorb Elements
Feather Fall
Mage Armor
Magic Missile
Shield
Sleep
Do you agree with these, and what two should I pick up for my Level 2 spells?
I've built a fun character concept. The character emphasizes luck and rerolls, the idea is a Halfling who starts two levels Wizard for portent and goes Wild Sorcerer form there for Bend Luck and Tides of Chaos. It's certainly not the most optimized build of all time, I get that, but its mostly for the character and reroll shenanigans. Pointbuy stats after Lightfoot racial bonuses: 8/14/14/14/8/16.
I'm trying to pick my Wizard spells for level 1 and 2. Altogether that's 8 spells guaranteed without copying spell scrolls and the like. My spell save DC and and attack will be okay with +2 for the first two levels, but my ASIs are going to be dedicated to Charisma since this is just a dip for the Sorcerer, so INT will be 14 for the entire characters life. I'm trying to pick Wizard Spells that will always be relevant to have. I'll still be able to prepare 4 spells for my entire career, and I want them to be useful.
For cantrips I'm taking Prestidigitation, Dancing Lights and Chill Touch. I wish I could avoid having a damage cantrip, so I could keep my three Wizards cantrips always relevant for the campaign, but getting through those first two levels without one seems like a tall order. I picked two good utilities to last me all campaign. Chill Touch is a niche cantrip, but when it regen enemies come up it will be good to have around, even if it has a lower attack bonus. Any other ideas for cantrip choice?
When building my spell list I wanted to include as many rituals as possible, but quickly decided this wouldn't work well. There's 8 first level rituals total for the Wizard, and most of them are too niche to have on the spell list. So I've decided to skip them entirely and dedicate my gold to picking them up in downtime. So, excluding rituals, these are all the 1st level Wizard spells I see being relevant all campaign long for a dip:
Absorb Elements
Color Spray
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Longstrider
Mage Armor
Magic Missile
Protection From Good & Evil
Shield
Silent Image
Sleep
15 Total spells. We have to trim this list down to 8. At some point, I hope to copy all 15 of these + all 8 rituals into my spell book later in the campaign, but after we pick 8, all our gold/downtime is going to be dedicated to getting the rituals, so 7 of these spells aren't going to be in the book for a long time. All of these were picked because they don't involve attack rolls or saving throws- which is why I think they'll remain relevant. So now our task is to pick 8 to get us through our first two levels. So far, I've decided on these:
Absorb Elements
Feather Fall
Mage Armor
Magic Missile
Shield
Sleep
Do you agree with these, and what two should I pick up for my Level 2 spells?