Author Topic: The A-List: The Wizard's Best Spells For Every Situation  (Read 72499 times)

0 Members and 1 Guest are viewing this topic.

Caelic

  • Hong Kong
  • ****
  • Posts: 979
The A-List: The Wizard's Best Spells For Every Situation
« on: October 06, 2010, 08:24:41 PM »
I'm sure there have been threads like this done before--but I can't offhand think of where to find them, and given how much 3.5 stuff is being deleted nowadays, it might not be a bad idea to start a new one.

Here's the concept: there are certain jobs every wizard needs to be able to do.  For each of those jobs, there are an assortment of spells--some very good, some not so good.

I'd like to identify those jobs and compile a list of the best spells available to do each of them..."the right tool for the right job."

The first question, then, would be this: what are the essential jobs which every wizard should be able to do well?

I'd suggest that they break down into four categories, each of which has multiple sub-categories.

1. Intelligence: Every wizard needs to be able to effectively gather intelligence.
2. Mobility: Every wizard needs to be able to get around quickly, efficiently, and safely.
3. Offense: Every wizard needs to be able to neutralize enemies.
4. Defense: Every wizard needs to be able to defend himself from enemies.



Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #1 on: October 06, 2010, 08:24:56 PM »
- Intelligence -


The first area in which a wizard needs to excel is in the gathering of intelligence.  Just as important is counter-intelligence; while efficiently gathering information on the world and the enemy, the wizard must also take steps to ensure that the enemy does not doe the same to him.

Content

Sensory Spells:
A wizard must be able to efficiently sense the world around him even in adverse conditions which might otherwise prevent him from doing so.  This would include both environmental effects such as darkness or concealment, and magical effects such as invisibility.

Level 5:
Dragonsight (SC): Provides improved low-light vision, darkvision and blindsense that scale with caster level, and halves range penalties for Spot checks.  Long-duration buff, at an hour per level.

Surveillance Spells:
A wizard must be able to gather information from a safe distance, preferably without being detected.

Counter-Intelligence Spells:
A wizard must be able to prevent others from gathering intelligence that might threaten his own well-being or security.

Level 8:
Mind Blank (PHB): Possibly the best counter-intelligence spell in the game, as well as a powerful defensive spell.  Protects against all mind-affecting spells and all divination spells used to gather information about the subject.
« Last Edit: October 07, 2010, 10:33:06 PM by Caelic »

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #2 on: October 06, 2010, 08:25:12 PM »
- Mobility -


The second area in which a wizard needs to excel is mobility.  This includes both the ability to move safely and efficiently across a battlefield, and the ability to safely and efficiently travel large distances.

Content
Battlefield Mobility Spells:
A wizard must be able to move about the battlefield without hindrance, avoiding obstacles and enemies that might otherwise slow, stop, or harm him.

Level 4:
Dimension Door (PHB): Valuable for escaping traps, circumventing obstacles, and getting the heck out of the way of the raging pouncing Frenzied Berzerker who wants to be your friend.

Travel Spells:
A wizard must be able to quickly (or instantaneously) travel from point A to point B, with minimal risk and maximum reliability.

Level 6:
Gemjump (SC): A Greater Teleport you can prepare in advance and hang onto indefinitely without tying up spell slots, at a 1-level discount.  Sure, it has a predetermined location, but that can be advantageous for things like Contingencies.
Level 7:
Greater Teleport (PHB): Gets you where you need to go, with very few limits.  'Nuff said.

Logistics Spells:
A wizard must be able to transport men and materiel from point A to point B.

Level 2:
Rope Trick (PHB): Not the most luxurious of the spells which create a secure campsite, but the most cost-effective. 


Action Enhancement Spells:
A wizard should be able to act first, and act more often than his opponents.

Level 1:
Nerveskitter (SC): A valuable initiative buff that actually increases in value with level; at higher levels, going first becomes increasingly critical.
Level 4:
Celerity (PHB2): Good enough to break the game.  The ability to act out-of-turn, interrupting an opponent's action, would be easily worth a ninth level spell slot.  It's phenomenal as a fourth level slot.
Level 9:
Timestop (PHB): In an action-based economy, extra actions are priceless.  To a wizard able to make efficient use of his actions, 1d4+1 rounds of free time is practically an eternity.
« Last Edit: October 07, 2010, 10:35:12 PM by Caelic »

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #3 on: October 06, 2010, 08:25:27 PM »
- Offense -


The third area in which a wizard needs to excel is offense.  He must be able to reliably neutralize enemies, ideally with a minimum expenditure of resources.

Content

Direct Damage Spells:
A wizard will frequently need to deal with enemies through the simple expedient of dealing massive damage.

Level 5:
Telekinesis (PHB):   Properly employed, Telekinesis can do a devastating amount of damage, and it has numerous other uses to boot.


Ability Damage Spells:
Neutralizing an opponent by attacking his ability scores is frequently faster and more efficient than seeking to overcome him through hit point damage.

Level 1:
Level 2:
Ray of Stupidity (SC): Another spell that's so good it breaks the game.  Even in its base form, guaranteed to neutralize ANY animal-intelligence critter, no matter HOW big, that doesn't have spell resistance.  As a level 2 ray, it can easily be enhanced to the point where it can eliminate anything with less brainpower than a black ethergaunt.

Level 3:
Shivering Touch (Frost): 3d6 Dexterity damage can shut down a LOT of big, clumsy powerhouses.


Incapacitating Spells:
Some spells can neutralize an opponent with a single shot.  Such spells tend to be all-or-nothing, and as such, a risky proposition.  The best spells of this sort are the ones that are either very difficult to resist, cause harm even on a successful save, or both.

Debuff Spells:
Many spells do not directly incapacitate an opponent, but instead negate his own combat effectiveness.  A helpless opponent is effectively neutralized.



Level 2:
Glitterdust (PHB): A valuable dual-function spell.  Serves both to blind opponents and to detect invisible or hiding opponents.  Unaffected by spell resistance, which is a definite plus.  Combine with Sculpt Spell for best results.

Level 4
:
Assay Spell Resistance (SC):  Swift-action +10 bonus to overcome a specific creature's spell resistance for 1 round per level.  A must-have against high-SR opponents, particularly if you're not a conjurer.
Enervation (PHB):  Entire offensive strategies can be (and have been) built around this spell.  On its own, it's a fairly minor debuff.  Enhanced by the right combination of metamagic, it's a godslayer.  

Level 6:
Greater Dispel (PHB): A staple with good reason.  Useful for a variety of purposes, including nullifying an opponent's buffs.


Buff Spells:
Frequently, the indirect approach is best; rather than directly neutralizing an opponent, a wizard can enhance the effectiveness of his allies, making them able to more efficiently neutralize the opponent.

Level 2:
Alter Self (PHB): Really, what needs to be said?  The entire Alter Self/Polymorph/Shapechange spell chain is so good that WotC essentially said, "We give up on trying to make this balanced, you should really just not use it."  Alter Self can (with judicious selection of forms) be a flight spell, waterbreathing spell, hefty natural armor buff, and more--all rolled into one.
Heroics (SC):  Grants the target a fighter bonus feat for 10 minutes per level.  Improved Initiative is a fighter bonus feat.  So are Martial Study and Martial Stance.
Wraithstrike (SC):  Making all of your attacks touch attacks for a round?  Hello, power-attacking hydra!  Very good as a level 2 spell; very, VERY good as a level 8 Persistent spell; BRILLIANT as a less than level 8 Persistent spell.

Level 4:
Polymorph (PHB): Like Alter Self, only moreso.  If you can't break the game using Polymorph, you're not trying.  Even if you try very hard NOT to break the game with Polymorph, it's simply the best return-for-investment buff spell around.

Level 5:
Draconic Polymorph (Drac): ...well, okay; I lied.  Polymorph may not be QUITE the best return-for-investment buff spell around.  Persistent Draconic Polymorph has a higher investment required, since you need Persistent spell and a way to circumvent the costs--but results in a superior Polymorph that lasts all day.

Level 8:
Polymorph Any Object: If anyone can figure out a way to include PaO in the game WITHOUT throwing game balance out the window, please let me know.  It's not so much a character buff as a way to rewrite your character to your own specifications.


Level 9:
Shapechange (PHB):  The king of the Polymorph spells, and one of the Big Five that dominate level 9 with their ability to redefine game reality--the other four being Gate, Miracle, Wish, and Time Stop.  The ability to also grab the Supernatural abilities of the subject creature makes this spell almost infinitely powerful and versatile.  Like the rest of the Big Five, it's extremely difficult to categorize under one category; with just a little creativity, it can be used for most of the purposes on this list.




Ally-Producing Spells:
In addition to relying on allies, a wizard should be able to produce his own, whether through summoning them directly or by turning enemies into allies.

Battlefield Control Spells:
A wizard must be able to dictate the conditions of battle to favor him and his allies, and to maximize the effectiveness of their offense.

Level 1:
Grease (PHB): A prime example of a spell which maximizes the effectiveness of offense.  If the opponent lacks 5 ranks of Balance, he's considered flat-footed, and your sneak attackers can light him up.

Level 5:
Freezing Fog (SC): Combines the effects of two excellent battlefield control spells, Solid Fog and Grease, to excellent effect.  
« Last Edit: October 16, 2010, 03:28:59 PM by Caelic »

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #4 on: October 06, 2010, 08:25:43 PM »
- Defense -


The final area in which a wizard must excel is defense.  If he cannot effectively defend himself, he cannot truly excel in any of the other three areas.

Content

Physical Defense Spells:
A wizard should be able to make himself, his possessions, and his allies difficult to attack physically, by raising his armor class, creating miss chances, and other means.

Level 1:
Mage Armor (PHB): The old standby is still valuable.
Shield (PHB): Although it has a short duration, Shield is still highly useful (particularly when Persisted)

Level 3:
Greater Mage Armor (SC): A step up from Mage Armor.  Even more valuable if you can convince a DM that it should properly be Abjuration, and thus receive Abjurant Champion bonuses.

Level 5:
Greater Mirror Image (PHB2): A vast improvement over Mirror Image.  The images replenish themselves, which is good; it's an immediate action, which is invaluable.

Magical Defense Spells:
A wizard should be able to make himself, his possessions, and his allies difficult to attack magically.

Level 3:
Anticipate Teleport (SC):  An extremely cost-effective defense against 'scry-and-die' that lasts 24 hours.  Greater Anticipate Teleport gives more time to prepare a response, but is less cost-effective at 6th level.

Level 8:
Mystic Shield (AEoS):  Renders the target immune to spells of 6th level and below, and also to the enhancement bonus and special effects of magical weapons.

Resistance Spells:
A wizard should be able to make himself, his possessions, and his allies resistant to adverse effects and environments.

Level 2:
Resist Energy (PHB): Reduces elemental damage and scales with level.  Frequently situationally better than Protection From Energy.  Reasonable duration, at 10 minutes per level.
Level 3:
Protection From Energy (PHB): Provides a substantial amount of ablative resistance to elemental damage.  Excellent against a few large elemental attacks, but can be quickly be eaten up by repeated attacks of moderate intensity.
Level 6:
Superior Resistance (SC): A +6 resistance bonus to saving throws that lasts for 24 hours.  Excellent.
Level 7:
Elemental Body (SC): Provides immunity to poison, sleep, paralysis, stunning, and critical hits, darkvision, and the ability to function freely on the appropriate elemental plane, as well as a number of other minor bonuses.  At an hour per level duration, it's a bargain.
Energy Immunity (SC): Confers total immunity to one type of energy for 24 hours.

Disengagement Spells:
A wizard should be able to effectively disengage from an enemy who seeks to engage him.

Level 3:
Heart of Water (CM): Long-duration self-buff that provides Freedom of Movement when needed.  An extremely valuable defense against grapples and many battlefield control spells.  When coupled with the other Heart spells, also negates critical hits.

Obfuscation Spells:
A wizard must be able to effectively prevent the opponent's offense from targeting him and his allies.

Battlefield Control Spells:
A wizard must be able to dictate the conditions of battle in such a way that the enemy's offense is rendered ineffective.

Level 1:
Silent Image (PHB): Since the enemy has to take the time to interact with the illusion in order to disbelieve it, Silent Image can effectively slow down even formidable opponents.  Against weak-willed opponents, it can be amazingly effective.

Level 4:
Solid Fog (PHB): A reliable way to slow an enemy's advance almost to a halt.  Unaffected by SR.  Becomes much better with the use of Sculpt Spell.

Level 5:
Freezing Fog (SC): Even better than Solid FOg at thwarting the enemy's attempts to get to you, with damage to boot.


Damage Mitigation Spells:
At times, it is impossible to completely neutralize an enemy's offense.  Spells which reduce or undo the damage caused by that offense are thus valuable, whether they do so proactively (as in the case of temporary hit points) or reactively (as in the case of healing spells.)

Level 4:
Heart of Earth (CM): Provides temporary hit points equal to twice the caster's level, and may be sacrificed for a short-term Stoneskin effect.  When coupled with the other Heart spells, also negates critical hits.

« Last Edit: November 07, 2010, 01:50:47 PM by Caelic »

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #5 on: October 06, 2010, 08:34:50 PM »
What I'd like to do first is get a good, solid list of sub-categories, then work on collecting spells for each.  Any thoughts, ideas, or suggestions?  I'm going to put in the obvious basics, but I'm sure I'll overlook things.

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #6 on: October 06, 2010, 08:40:38 PM »
1. Intelligence: Every wizard needs to be able to effectively gather intelligence.
Telekinesis.  Up to 375 pounds worth of intelligence per casting
2. Mobility: Every wizard needs to be able to get around quickly, efficiently, and safely.
Telekinesis.  Move anything 20' per round up to 375 pounds.
3. Offense: Every wizard needs to be able to neutralize enemies.
Telekinesis.  Hit them with 375 pounds of cutlery
4. Defense: Every wizard needs to be able to defend himself from enemies.
Telekinesis.  They aren't going to pose much of a threat when they're dead/manipulate the environment to your advantage.
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

Emy

  • Bi-Curious George
  • ****
  • Posts: 489
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #7 on: October 06, 2010, 08:42:23 PM »
Hmmm.... Here are some wizard spells that immediately come to mind, as well as what category they might fall into.

Sleep and Color Spray. Both (Offense) at low levels vs. opponents that aren't immune to mind-affecting.

Glitterdust. (Offense) Blinds a bunch of enemies and incidentally also reveals invisible ones.

Nerveskitter. (Offense, defense) Going first is good.

Celerity. (Offense, defense) Going first is good.

Time Stop. (Offense, defense) Actions are good.

Planar Binding. Lesser, standard, and greater. All give you access to abilities you might have a hard time getting your wizardly mitts on.

Elemental Body. (Defense, mobility) Fly speed and a huge list of immunities.

Rope Trick. (Defense) Sleep and recover your spells in peace.

Every spell in the Alter Self line in every category. Alter Self, Polymorph, Draconic Polymorph, Polymorph Any Object, and Shapechange. All have massive potential for offense, defense, mobility, and maybe even intelligence (scouting forms).

jameswilliamogle

  • Hong Kong
  • ****
  • Posts: 1279
    • Email
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #8 on: October 06, 2010, 08:52:38 PM »
I think its good to break it up into spell level groups.  Maybe L1-3, L4-6, L7-9 (those are arbitrary).  The CO community gets a lot of flak for being only L20 end game focused players; I think this would help.

Offense:
Direct Offensive
-Direct Damaging
-Stat Damaging: Ability Damage, De-leveling (Enervation, Ray of "your dex sucks" followed by coup-de-grace, etc)

Indirect Offense
-Battlefield Control: Mobility Debuffing, Defensive Buffing (ie, Grease vs. Fog Cloud)
-Buffing: Polymorph spells, Stat boosters



Solo

  • Organ Grinder
  • *****
  • Posts: 2684
  • Solo the Sorcelator, at your service
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #9 on: October 06, 2010, 08:53:31 PM »
1. Intelligence: Every wizard needs to be able to effectively gather intelligence.
Telekinesis.  Up to 375 pounds worth of intelligence per casting
2. Mobility: Every wizard needs to be able to get around quickly, efficiently, and safely.
Telekinesis.  Move anything 20' per round up to 375 pounds.
3. Offense: Every wizard needs to be able to neutralize enemies.
Telekinesis.  Hit them with 375 pounds of cutlery
4. Defense: Every wizard needs to be able to defend himself from enemies.
Telekinesis.  They aren't going to pose much of a threat when they're dead/manipulate the environment to your advantage.

Incorrect.
1. Polymorph.
2. Polymorph.
3. Polymorph.
4. Polymorph.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #10 on: October 06, 2010, 08:53:52 PM »
I'd definitely like to have top-tier spells of all levels included.

Here's a question: should Battlefield Control fall under offense, or under mobility (as it is, effectively, counter-mobility?)

jameswilliamogle

  • Hong Kong
  • ****
  • Posts: 1279
    • Email
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #11 on: October 06, 2010, 08:54:44 PM »
Defense
-Obfuscation (Illusions, Fogs)
-Battlefield Control (Walls, Fogs)
-Buffs
-see mobility :D

jameswilliamogle

  • Hong Kong
  • ****
  • Posts: 1279
    • Email
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #12 on: October 06, 2010, 08:55:27 PM »
Oh, I think Battlefield Control should have a section in all these subsections, as some is better than others for certain things.  I think counter-mobility is offense.

Emy

  • Bi-Curious George
  • ****
  • Posts: 489
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #13 on: October 06, 2010, 08:55:40 PM »
What I'd like to do first is get a good, solid list of sub-categories, then work on collecting spells for each.  Any thoughts, ideas, or suggestions?  I'm going to put in the obvious basics, but I'm sure I'll overlook things.

Offense:
1. Enemy Removal
Charm Monster, Wall of Stone to opponents off from the battlefield, Sleep.
2. Offensive Buffing
Haste, Celerity, Wraithstrike
3. Debuffing
Glitterdust, Unluck, et al.

Defense:
1. Numerical increases
Mage Armor, save increasers, miss chance.
2. Immunities
Elemental Body grants a ton of immunities. Stuff like that. Heart of Water's Freedom of Movement Effect probably fits in here, the Heart combo's Heavy Fortification definitely does.
3. Situational
Benign Transposition? Well, it could definitely save someone. Maybe that would be better in Mobility/Battlefield? Grease would either fit here or in Offense/Debuffing. I'm not actually sure this category should exist.

X-Codes

  • Organ Grinder
  • *****
  • Posts: 3941
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #14 on: October 06, 2010, 08:56:13 PM »
I was thinking about re-writing my Iconic Roles thread that fell into the abyss.  If memory serves, it listed 10 distinct varieties of obstacles that a party will face, and the skills needed to overcome them:

Face: dealing with neutral/friendly people.

Crafting: creating your own items and supplies.  Not necessary, but dramatically reduces the cost of magic items, and as a result makes the party better at doing all of the above.

Travel: getting from town to town or from town to dungeon.

Scouting: Going into the unknown and coming back alive after to report the situation to the party.

Healing: HP damage is easy, ability damage/drain and effects like insanity are much more detrimental and difficult to deal with.

Trap: Dangerous, but mitigated with the right set of skills.

Infiltration: Getting into fortified areas or places you can't just walk to, as well as the ability to bring the party along with.

Damage: At some point, someone has to kill the monsters.  You can't just solid fog them to death.

Control: Ability to mitigate the damage dealt by the enemy.  When playing a game of rocket tag, being able to block a rocket and survive is awesome.

Enhancement: Improving the party's capacity to do any of the above.

Emy

  • Bi-Curious George
  • ****
  • Posts: 489
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #15 on: October 06, 2010, 09:01:03 PM »
I was thinking about re-writing my Iconic Roles thread that fell into the abyss.  If memory serves, it listed 10 distinct varieties of obstacles that a party will face, and the skills needed to overcome them:

None of Enhancement, Control, and Crafting seem to fit in. All of them help you perform the other tasks much more optimally, but they're not quite obstacles that a party will face.

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #16 on: October 06, 2010, 09:06:48 PM »
I knew I remembered something like this being done in the past--it was your thread, X-Codes.  Still, it seems to me like we can fit most of those roles into the four broad categories above.  Crafting, no, but that's such a broad category that I'm not sure I'd want to tackle it as part of a larger thread...

Ooo, wait: that's a BIG oversight on my part that your list covers--damage mitigation.  D'oh!  Thanks.
« Last Edit: October 06, 2010, 09:09:38 PM by Caelic »

The_Mad_Linguist

  • Organ Grinder
  • *****
  • Posts: 8780
  • Simulated Thing
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #17 on: October 06, 2010, 09:12:35 PM »
Well, dealing with friendlies...
Linguist, Mad, Unique, none of these things am I
My custom class: The Priest of the Unseen Host
Planetouched Handbook
Want to improve your character?  Then die.

Caelic

  • Hong Kong
  • ****
  • Posts: 979
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #18 on: October 06, 2010, 09:15:46 PM »
Well, dealing with friendlies...


I think you could make the case for that falling primarily into two categories: intelligence, and reinforcement.  Usually, when you talk to friendlies, you either want to know something or you want them to do something for you.  If you're just shooting the breeze or relaxing at the inn, you (probably) don't need magical backup.

X-Codes

  • Organ Grinder
  • *****
  • Posts: 3941
Re: The A-List: The Wizard's Best Spells For Every Situation
« Reply #19 on: October 06, 2010, 09:30:12 PM »
I was thinking about re-writing my Iconic Roles thread that fell into the abyss.  If memory serves, it listed 10 distinct varieties of obstacles that a party will face, and the skills needed to overcome them:

None of Enhancement, Control, and Crafting seem to fit in. All of them help you perform the other tasks much more optimally, but they're not quite obstacles that a party will face.
Control is basically the first thing GOD Wizards look for.  Not being able to control a battle means you're going to waste effort and resources when dealing with it.

Enhancement and Crafting are, admittedly, broad, but they both take the game to a totally different level.  If the party only has about 6k gold and the decision comes along to get either a Circlet of Persuasion for face skills or a Crossbow of Reloading for the rogue, a party with a Crafter doesn't need to make the decision, they simply take some time (or put in an order with the party's Dedicated Wright(sp?)) and create both items.  Same thing is true with Enhancement, the ability of a Bard to use Inspire Courage and Haste on a party dramatically increases the damage output of everyone, even though the Bard tends not to be a heavy hitter himself.