Did you just level up to 8th level or 9th level? Either way, why don’t you have any 4th level spells? Are you casting lower level spells using your 5th level spell slots?
My wizard has just turned to a level 8 (so I can cast spells till level 4 from the wizard list) so have to prepare spells before the next session. And at level 7 I only have 1 level 4 slot to cast the spell
Whilst spell lists will clearly vary between campaigns and play styles, for me there are a core of spells that i always seem to have prepared, no matter what. Specifically, they are Absorb Elements, Shield, Misty Step, Counterspell and Dispel Magic. I never leave home without them.
So as you can change out two, if it where me i'd change Witch Bolt for Absorb Elements as i'm not a big fan. Pick two of Magic Missile, Chromatic Orb and Ice Knife and change the other for Dispel Magic. As to the new spells, a good choice would be Hypnotic Pattern, although it would also compete for your 3rd level slot. Banishment, Greater Invisibility, Polymorph and Watery Sphere would all get some good use out of your 4th level slots, depending on your play style and party composition.
I, personally, would say to learn Mage Armor and Dispel Magic, and change out Witch Bolt for one of the following: Banishment, Fire Shield, Greater Invisibility, or Polymorph. However, it also kind of depends on what school your Wizard is, and if you want the spell list to be more influenced by RP and the character itself, or by ideal spellbook building.
I'm a little surprised that you either haven't found any spell scrolls to add to your spellbook yet, or you haven't taken the time (and gold) to add them, as I notice you have only the spells you gain on your level ups. Can you ask your DM to drop, or otherwise make available, some spell scrolls/spellbooks? Or convince your party to go searching for some, even. ;)
I concur with Akacen - the answer depends so much on your campaign circumstances, your play style, character concept, school of magic, etc.
That said, you have access to 4th level spells, and there are some broadly useful ones significantly more powerful than what 3rd level spells can offer. Dimension Door, Polymorph and Greater Invisibility are popular choices for this reason. Remember, you don't actually need many attack spells, and the best defense is often making play decisions to avoid being targeted and/or staying out of melee in the first place.
Still not understanding what allows a wizard to change spells when he gains levels, as far as I know he only gains 2 new spells of a level he can cast?
Still not understanding what allows a wizard to change spells when he gains levels, as far as I know he only gains 2 new spells of a level he can cast?
Am I missing something?
I'm under the assumption that this is a house-rule/homebrew determination. Cause, yeah, it's definitely not anywhere in the rules.
Cantrip-Acid splash, ray of frost, message, mold earth, druidcraft (due to wand)
Not sure why you have neither but If you gain a cantrip think about firebolt (highest range maximum damage or chill touch - long range - touch is a misnomer and it prevents healing) however by rules you cant change cantrips
A lot of those are rituals a ritual doesnt need to be prepared for a wizard, which is worth mentioning. Witchbolt is a trap, it needs your action to deal damage on subsequent turns and the spell needs a good beating over how awful it works out.
level 2-darkness, misty step, detect thoughts
I suspect your a diviner, - here is where you might want to consider dragons breath - now thats a cheesey spell which for some reason doesnt offend people anyway near as much as its partner in the crime light healing spirit.
Looks good, hypnotic pattern is a nice choice but it depends on who you use it on. A smart group of opponents will swiftly wake all their allies making it redundant, less cognisant creatures will wonder whats going on and probably not undo your encounter breaker.
level 4 -
Evards black testi- sorry tentacles. its a combat area denial with damage on top that can make a difficult encounter an exercise in whack a mole. Banishment is a modification on save or suck. In a group of minions and a high level threat you take out the threat, mop up the trash in the minutes grace and lay oil spikes and aoe area denial in place waiting for the delivery of a soon to be unhappy boss type. Of the two EBT will be more fun and isnt a big pass / fail that makes you feel like you wasted a spell on one spell save. Out of combat fabricate is great for making furniture for your home and if you have a craft skill making works of art in a few short minutes.
Oh, Evards. I'm playing a sorcerer in 5e, so I'd forgotten about this spell. Evard's tentacles was a great (cruel) spell in 3e, and looks like it remains so. This spell plays much better than it reads--very effective at shutting down spell casters in particular.
Oh, Evards. I'm playing a sorcerer in 5e, so I'd forgotten about this spell. Evard's tentacles was a great (cruel) spell in 3e, and looks like it remains so. This spell plays much better than it reads--very effective at shutting down spell casters in particular.
I hate having that spell used on my spellcasters!!
hmm. So you can switch one and add two? Like previous posters I am curious why you do not have any 4th level spells yet. You should have added two 4th level spells when you turned 7th.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
So according to the rules you start out with six spells and gain two more every level. This means that at 8th level you should have 6+14= twenty spells in your spell book. I count 18 below so it appears that instead of picking a 4th level spell at 7th you opted for a lower level pick. Odd choice...but I am sure you had reasons to do so.
I am not sure why you are 'changing' one from your list. Wizards should always be added new spells to their spell book. There is no reason to remove any. Maybe you and your DM are confusing Wizard with the Sorcerer?
Anyway, since you have not picked any 4th level spells then I would pick two now. And since you are heavy with damage dealers I would think some more utility type spells are in order. Dimension door is hard to beat for its versatility and I like Otiluke's Resilient Sphere because you can cast it around yourself for protection or around a bad guy to imprison him.
Cantrip-Acid splash, ray of frost, message, mold earth, druidcraft (due to wand)
Once you make your pick you should really consider travelling to a city in game that has spells you can purchase. Per the PHB you can spend just 50gp per level and 2 hours per level to copy a spell. Most Wizardly colleges should let you copy lower level spells but your DM may want you to jump some hoops to copy higher level ones.
I suggest the following for 850gp and 34 hours of time plus some good role playing with your local Wizard Order. Networking is always important!
Slaine, what do you use dimension door for, and how often / what do you use ORSphere on? You recommended them but now I want to know why :)
The phb thing though, I want to agree with you as it would reduce hassle but the price is for copying a spell found, not acquiring it (sad times) you might be able to do a you show me yours and I show you mine spell swap, but the guys/girls who stay in towers probably know more spells than you anyway so might have all of yours already. I would recommend trying anyway or alternatively looking for spell scrolls - you can copy them to your book.
I used to use [spell]Dimension Door[/door] for both exploring and to stay out of melee combat when I was playing a warlock.
Being able to teleport through a closed door without seeing what's on the other side is incredibly useful! Of course being able to teleport back out of the room when needed was just as important..... :)
Warlocks are semi-squishy and wizards are super-squishy. Being able to teleport when you're surrounded in melee combat is incredibly useful! I also used Thunder Step for that depending on the situation.
Slaine, what do you use dimension door for, and how often / what do you use ORSphere on? You recommended them but now I want to know why :)
The phb thing though, I want to agree with you as it would reduce hassle but the price is for copying a spell found, not acquiring it (sad times) you might be able to do a you show me yours and I show you mine spell swap, but the guys/girls who stay in towers probably know more spells than you anyway so might have all of yours already. I would recommend trying anyway or alternatively looking for spell scrolls - you can copy them to your book.
Well, Dimension Door is a pretty pivotal spell pre Teleport. With a verbal only component it allows you to escape grapples and with it's ability to teleport 'blind' you can escape almost any trap. In addition, you can 'port a companion with you so you can help ferry folks to or from a fight. It is just too good to not always be a strong consideration when picking 4th level spells. At least until you hit 13th level and gain access to Teleport.
Otiluke's Resilient Sphere is nice because it has multiple uses. I've primarily used it for protection. Especially if you or a party member are in dire straits and need some time to heal or are surrounded by bad guys. You can also surround an object. Trying to keep the BBEG from a Mcguffin? Just surround it with a indestructible sphere. BBEG has the ultimate staff of super badassery? Party fighter disarms him and you surround it with a ORS. The possibilities are endless and just fun.
As for costs and inscribing spells...this does depend on individual DMs but it should always be kept in mind that this is a feature of the Wizard class and severely restricting access to spells can drastically impact the power of a Wizard. A DM should be including spell scrolls and spell books as treasure rewards and allowing Wizard PCs time and access to libraries and similar. It just part of playing a Wizard. Personally, I would think a Wizard should be able to double their spells known through research and study at the very least. And the efforts of a PC Wizard to win the favor of a Wizard order is great opportunity for role playing and adventures.
I honestly hadnt considered the porta-taxi possibility, have you encountered trouble with the blind port being description based?
ORS - hmm I cant get past it being used on 2nd ed giant space hamsters - it spoiled it for me. (not joking they were a thing..) The healing part / pause fight option isnt bad but I'm not sure its great for multiple opponents / people (one enemy stuck means it cant attack, but an ally stuck inside cant share the heals with the rest of the party or be healed from outside) I do like the idea of trying to run across magma, desperate to make acrobatic checks to avoid falling over and rolling uncontrollably. And that makes me question whether you can use this to survive falls, the sphere is weightless, Not sure it reduces contents to zero weight, doesnt say that certainly. So if you fell you wouldnt impact the ground, but you would the inside of the sphere which is supersolid. You could use this to package and roll enemies off drops perhaps.
On spell hunting. Yup spells cost, its where having persuasion for your mage helps (haggle!!!) and spending your share of the loot on spells is costly (but heck a fighter in their hunt for armour has that anchor weighing them down also)
Sickening radiance is a nasty 4th spell, a new one to me. but it will rely on something else keeping things in the area for the 5 rounds it takes to kill them. Stoneskin was an always popular spell but the concentration part now makes it even less appealing than the expensive material cost, (it used to be used in concert with fire shield but it doesnt stack up now because you will likely lose Stoneskin on the first hit unless you have a concentration booster.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
i play a level 8 wizard who just got a level up.
need advice as to what spells I can add Or change from my list
Cantrip-Acid splash, ray of frost, message, mold earth, druidcraft (due to wand)
level 1-detect magic, magic missile, shield, tensers floating disk, witch bolt, chromatic orb, ice knife, identify, find familiar, comprehend languages
level 2-darkness, misty step, detect thoughts
level 3-fly, counter spell, fireball, clairvoyance, haste
i can change two spells and add two spells to this list.
Any help or advice to add on to it?
Thank you
what allows you to change 2 spells as a wizard?
Did you just level up to 8th level or 9th level? Either way, why don’t you have any 4th level spells? Are you casting lower level spells using your 5th level spell slots?
Professional computer geek
Sorry I meant I can change 1 spell but gain 2 more
My wizard has just turned to a level 8 (so I can cast spells till level 4 from the wizard list) so have to prepare spells before the next session. And at level 7 I only have 1 level 4 slot to cast the spell
Whilst spell lists will clearly vary between campaigns and play styles, for me there are a core of spells that i always seem to have prepared, no matter what. Specifically, they are Absorb Elements, Shield, Misty Step, Counterspell and Dispel Magic. I never leave home without them.
So as you can change out two, if it where me i'd change Witch Bolt for Absorb Elements as i'm not a big fan. Pick two of Magic Missile, Chromatic Orb and Ice Knife and change the other for Dispel Magic. As to the new spells, a good choice would be Hypnotic Pattern, although it would also compete for your 3rd level slot. Banishment, Greater Invisibility, Polymorph and Watery Sphere would all get some good use out of your 4th level slots, depending on your play style and party composition.
I, personally, would say to learn Mage Armor and Dispel Magic, and change out Witch Bolt for one of the following: Banishment, Fire Shield, Greater Invisibility, or Polymorph.
However, it also kind of depends on what school your Wizard is, and if you want the spell list to be more influenced by RP and the character itself, or by ideal spellbook building.
I'm a little surprised that you either haven't found any spell scrolls to add to your spellbook yet, or you haven't taken the time (and gold) to add them, as I notice you have only the spells you gain on your level ups. Can you ask your DM to drop, or otherwise make available, some spell scrolls/spellbooks? Or convince your party to go searching for some, even. ;)
I concur with Akacen - the answer depends so much on your campaign circumstances, your play style, character concept, school of magic, etc.
That said, you have access to 4th level spells, and there are some broadly useful ones significantly more powerful than what 3rd level spells can offer. Dimension Door, Polymorph and Greater Invisibility are popular choices for this reason. Remember, you don't actually need many attack spells, and the best defense is often making play decisions to avoid being targeted and/or staying out of melee in the first place.
Still not understanding what allows a wizard to change spells when he gains levels, as far as I know he only gains 2 new spells of a level he can cast?
Am I missing something?
I'm under the assumption that this is a house-rule/homebrew determination. Cause, yeah, it's definitely not anywhere in the rules.
lets have a look at this
Cantrip-Acid splash, ray of frost, message, mold earth, druidcraft (due to wand)
Not sure why you have neither but If you gain a cantrip think about firebolt (highest range maximum damage or chill touch - long range - touch is a misnomer and it prevents healing) however by rules you cant change cantrips
level 1-detect magic, magic missile, shield, tensers floating disk, witch bolt, chromatic orb, ice knife, identify, find familiar, comprehend languages
A lot of those are rituals a ritual doesnt need to be prepared for a wizard, which is worth mentioning. Witchbolt is a trap, it needs your action to deal damage on subsequent turns and the spell needs a good beating over how awful it works out.
level 2-darkness, misty step, detect thoughts
I suspect your a diviner, - here is where you might want to consider dragons breath - now thats a cheesey spell which for some reason doesnt offend people anyway near as much as its partner in the crime light healing spirit.
level 3-fly, counter spell, fireball, clairvoyance, haste
Looks good, hypnotic pattern is a nice choice but it depends on who you use it on. A smart group of opponents will swiftly wake all their allies making it redundant, less cognisant creatures will wonder whats going on and probably not undo your encounter breaker.
level 4 -
Evards black testi- sorry tentacles. its a combat area denial with damage on top that can make a difficult encounter an exercise in whack a mole. Banishment is a modification on save or suck. In a group of minions and a high level threat you take out the threat, mop up the trash in the minutes grace and lay oil spikes and aoe area denial in place waiting for the delivery of a soon to be unhappy boss type. Of the two EBT will be more fun and isnt a big pass / fail that makes you feel like you wasted a spell on one spell save. Out of combat fabricate is great for making furniture for your home and if you have a craft skill making works of art in a few short minutes.
Oh, Evards. I'm playing a sorcerer in 5e, so I'd forgotten about this spell. Evard's tentacles was a great (cruel) spell in 3e, and looks like it remains so. This spell plays much better than it reads--very effective at shutting down spell casters in particular.
I hate having that spell used on my spellcasters!!
Professional computer geek
Did you notice that warlocks get a variation on it? its a dark black sphere of icky that chills you and melts flesh whilst making slurping noises.
My condolences! While I used to dish it out, I was never on the receiving end thankfully.
hmm. So you can switch one and add two? Like previous posters I am curious why you do not have any 4th level spells yet. You should have added two 4th level spells when you turned 7th.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
So according to the rules you start out with six spells and gain two more every level. This means that at 8th level you should have 6+14= twenty spells in your spell book. I count 18 below so it appears that instead of picking a 4th level spell at 7th you opted for a lower level pick. Odd choice...but I am sure you had reasons to do so.
I am not sure why you are 'changing' one from your list. Wizards should always be added new spells to their spell book. There is no reason to remove any. Maybe you and your DM are confusing Wizard with the Sorcerer?
Anyway, since you have not picked any 4th level spells then I would pick two now. And since you are heavy with damage dealers I would think some more utility type spells are in order. Dimension door is hard to beat for its versatility and I like Otiluke's Resilient Sphere because you can cast it around yourself for protection or around a bad guy to imprison him.
Cantrip-Acid splash, ray of frost, message, mold earth, druidcraft (due to wand)
level 1-detect magic, magic missile, shield, tensers floating disk, witch bolt, chromatic orb, ice knife, identify, find familiar, comprehend languages
level 2-darkness, misty step, detect thoughts
level 3-fly, counter spell, fireball, clairvoyance, haste
level 4-Dimension Door, Otiluke’s Resilient Sphere
Once you make your pick you should really consider travelling to a city in game that has spells you can purchase. Per the PHB you can spend just 50gp per level and 2 hours per level to copy a spell. Most Wizardly colleges should let you copy lower level spells but your DM may want you to jump some hoops to copy higher level ones.
I suggest the following for 850gp and 34 hours of time plus some good role playing with your local Wizard Order. Networking is always important!
Hope this is useful and good luck
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Slaine, what do you use dimension door for, and how often / what do you use ORSphere on? You recommended them but now I want to know why :)
The phb thing though, I want to agree with you as it would reduce hassle but the price is for copying a spell found, not acquiring it (sad times) you might be able to do a you show me yours and I show you mine spell swap, but the guys/girls who stay in towers probably know more spells than you anyway so might have all of yours already. I would recommend trying anyway or alternatively looking for spell scrolls - you can copy them to your book.
I used to use [spell]Dimension Door[/door] for both exploring and to stay out of melee combat when I was playing a warlock.
Being able to teleport through a closed door without seeing what's on the other side is incredibly useful! Of course being able to teleport back out of the room when needed was just as important..... :)
Warlocks are semi-squishy and wizards are super-squishy. Being able to teleport when you're surrounded in melee combat is incredibly useful! I also used Thunder Step for that depending on the situation.
Professional computer geek
Well, Dimension Door is a pretty pivotal spell pre Teleport. With a verbal only component it allows you to escape grapples and with it's ability to teleport 'blind' you can escape almost any trap. In addition, you can 'port a companion with you so you can help ferry folks to or from a fight. It is just too good to not always be a strong consideration when picking 4th level spells. At least until you hit 13th level and gain access to Teleport.
Otiluke's Resilient Sphere is nice because it has multiple uses. I've primarily used it for protection. Especially if you or a party member are in dire straits and need some time to heal or are surrounded by bad guys. You can also surround an object. Trying to keep the BBEG from a Mcguffin? Just surround it with a indestructible sphere. BBEG has the ultimate staff of super badassery? Party fighter disarms him and you surround it with a ORS. The possibilities are endless and just fun.
As for costs and inscribing spells...this does depend on individual DMs but it should always be kept in mind that this is a feature of the Wizard class and severely restricting access to spells can drastically impact the power of a Wizard. A DM should be including spell scrolls and spell books as treasure rewards and allowing Wizard PCs time and access to libraries and similar. It just part of playing a Wizard. Personally, I would think a Wizard should be able to double their spells known through research and study at the very least. And the efforts of a PC Wizard to win the favor of a Wizard order is great opportunity for role playing and adventures.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I honestly hadnt considered the porta-taxi possibility, have you encountered trouble with the blind port being description based?
ORS - hmm I cant get past it being used on 2nd ed giant space hamsters - it spoiled it for me. (not joking they were a thing..) The healing part / pause fight option isnt bad but I'm not sure its great for multiple opponents / people (one enemy stuck means it cant attack, but an ally stuck inside cant share the heals with the rest of the party or be healed from outside) I do like the idea of trying to run across magma, desperate to make acrobatic checks to avoid falling over and rolling uncontrollably. And that makes me question whether you can use this to survive falls, the sphere is weightless, Not sure it reduces contents to zero weight, doesnt say that certainly. So if you fell you wouldnt impact the ground, but you would the inside of the sphere which is supersolid. You could use this to package and roll enemies off drops perhaps.
On spell hunting. Yup spells cost, its where having persuasion for your mage helps (haggle!!!) and spending your share of the loot on spells is costly (but heck a fighter in their hunt for armour has that anchor weighing them down also)
Sickening radiance is a nasty 4th spell, a new one to me. but it will rely on something else keeping things in the area for the 5 rounds it takes to kill them. Stoneskin was an always popular spell but the concentration part now makes it even less appealing than the expensive material cost, (it used to be used in concert with fire shield but it doesnt stack up now because you will likely lose Stoneskin on the first hit unless you have a concentration booster.