Help with my spell-list, please.


3.5/d20/OGL

The Exchange

Hello all, I have a strange little dwarven guy who needs a spell list done. I would like to know what spells to take at what level and all that. He is kinda strange, likes fire and the undead, and carries a scythe, repeating crossbow and a kukri. No beard, tribal/mystical tats on his bald head.
right now he is a fighter 1/ wizard 2. I plan on leveling in this way:
4th level-fighter
5th level-wizard
6th level-fighter
7th level-wizard
8th level-fighter
9th level-wizard
10th level-Eldritch Knight (DMG)
11-15th level-Eldritch Knight
not sure after 15th, will worry about that later in the game.

My spell list so far is all 0 levels, then for 1st I took Identify,Shield,Summon Monster I,Burning hands, Magic Missile, Ray of Enfeeblement,Feather Fall, and Whelm(PHB2).

I am only using the PHB,DMG and PHB2 for this guy.
I want to have fun with undead and have some offense but still have some descent utility spells. I know I can write spells I find into the book but I want to have a "must have" list.

Please list the spells you think I should take and the levels that I should take them.

Thank you in advance. I like to get other opinions so I can do something that I may not have thought of.

FH


Enlarge Person would be good for 1st level- as the spell says "humanoid" creature, you could make larger versions of your undead later on.
The "Protection from..." spells offer good utility for both you and your party members at all levels.
Depending on your "expected" reputation, "Disguise Self" may end up being useful.
And "Grease" would be good both for slowing down your enemies and for setting on fire (you little pyro you)...
That's all I can think of just now, but I'll give it some more thought later...

The Exchange

Good start. I was debating the Enlarge spell but if it works on undead then that is cool. I hadn't thought of that. Not so sure about the Protection from spells. Our party has a full-time wizard so I think he will have most of that stuff. I am trying to coordinate my spell list so we can make the most of what spells we learn.

Keep em coming and try to list what I should take at each level, I am having trouble deciding between all the spells.

FH

Liberty's Edge

Fake Healer wrote:


[...]then for 1st I took Identify,Shield,Summon Monster I,Burning hands, Magic Missile, Ray of Enfeeblement,Feather Fall, and Whelm(PHB2).

I have PHB2, but have not read through its spells, so basically, all is drawn from the PHB.

For 1st level spells :

- true strike is great for a fighter/mage,
- expeidtious retreat can be good for a slow-moving PC,
- charm-person : when it does work it is powerful,
- mage armor : no comment

For 2nd level spells :

- scorching ray : one of the best 2nd level offensive spell (& it is fire)
- rope trick : great when you have to rest
- false life : temp HP are good for fighting
- command undead : not my choice, but hey, he likes undead, doesn't he ?
- mirror image & blur : I like those 2 spells for protection
- bull's strength : for fight

For 3rd level spells :
- dispel magic
- protection from energy
- fireball
- displacement
- halt undead (necro)
- ray of exhaustion (necro)
- fly
- haste

Good luck...


Being a fighter/mage, I hope that you do have the Combat Casting Feat... A must have.

Ok, my thoughts on spells. These will be based on the idea that you are going to be do alot of melee combat.

1st - You already have Shield and Burning Hands (good choices)
Mage Armor (must have - that way with combining that with Shield, that gives you +6 AC)
True Strike (it is good, but sacrifice your attacks one round for one guaranteed hit next round - better if you have a feat like Sudden Quicken)
Sleep (should not be overlooked, especially at low levels, minimize the threat then deal with it more or less at your leisure)
Shocking Grasp (chances are you will be in melee, this spell dishes out decent damage for low level and it is range touch)
Enlarge Person (great for yourself or undead - augmented humanoids after all - gives you bonus strength = bonus attack bonus and damage bonus)

2nd
See Invisibility (nothing sucks worse than not being able to see an opponent)
Scorching Ray (must for all pyromaniacs)
Shatter (render your opponent with out a weapon perhaps, could give additional AoO)
Invisibility (just as it sucks against you, sucks against them too)
Mirror Image
Blur (both of these two make great defensive spells)
Bear's Endurance
Bull's Strength
Cat's Grace (all 3 of these physical buff spells go good with any melee fighter)
Command Undead (if you like them might as well be able to control them at low levels)

3rd
Protection from Energy (one of the best defensive spells out there)
Rage (if you want to up your damage, but the -2 AC sucks)
Fireball (see Scorching Ray)
Displacement (IMO, the best defensive close combat spell)
Vampiric Touch (similar in reason to Shocking Grasp, better damage and adds hp to you)
Haste (+1 attack and AC, not as good as 3.0 but still useful)
Keen Edge (double crit range - ok spell not usually my top priority)
Magic Weapon, Greater (+ to hit and damage, improves with level)

4th - Might be down the road but here is a few anyways
Globe of Invulnerability, Lesser (what better than to ignore spells thrown at you?)
Stoneskin (enough said)
Fireshield (damages those who attack you)
Invisibilty, Greater (all bonuses of Invisibility but stays with you when you attack)
Animate Dead (name says it all)
Enlarge Person, Mass (not just one of your undead, but you and others)

Beyond 4th level spells, there are only a few that are must haves for a melee wizard. Don't get me wrong, there are tons of great spells 5th level and beyond, but if you are building a character that is a fighter/wizard you will most likely be in melee combat more than taking up the rear. That is what I was thinking with the list above. Good luck and happy gaming.

Your friend the grey elf Fighter 4/Wizard 5/Bladesinger 3.


Fake Healer wrote:

I like to get other opinions so I can do something that I may not have thought of.

How about not planning him in advance?

Let him evolve on his own as you play him, let him develop his own spark of life and personality, let him perhaps even go in a different direction that will surprise you.

Choose spells at each level when you get there.

If you've already planned this character's every detail up to higher levels, what's the point of playing the lower ones?

Rez


Rez,

Every character I make, I plan out for the minimum of 10 levels. There is a couple of reason. First, so I can take a look at feat selection. Feats really make a big difference on how you play your character. Take something as basic as Weapon Finesse. If you take this feat, you aren't going to go and purchase a Great Sword. Second, it gives you more of an idea how you will be role playing your character. I am big into role playing. I am not a dice roller. By planning your character out, you will have a better grasp on your characters attitude. The way your character acts and what your characters goals are. Lets say you are a wizard. If you have your spells planned in advance, you can start collecting them from day one.

The important thing to remember though. Even if you have him planned out, doesn't mean you have to stick with the template. Characters should develop by the forces around them. What will happen to the Wizard/Warrior/Eldritch Knight? Perhaps his party looses their cleric, no one will take up the role, perhaps he decides that life as a healer might be better. Nothing says he can't switch. As I am sure we all know planning doesn't always mean doing. It is just setting a goal to obtain.


To second what Valenare said, it also makes it a lot easier (and a WHOLE lot quicker) when you have a general idea of what spells your going to take when leveling up... You don't want to keep your group waiting for 20 minutes because you can't decide between 2 or 3 different spells...

From the Gold Elf Rogue 2/Wizard 10/ Bladesinger 4


Fake Healer wrote:


Keep em coming and try to list what I should take at each level, I am having trouble deciding between all the spells.

FH

I think I'd add Web (2nd level) to the spells suggested already. It has a number of uses, and makes for a nasty combo with either scorching ray or fireball. Use Web first to give the targets penalties to AC and Reflex saves, then hit 'em with the fire spells, then the web burns for additional damage - its priceless.

Ghoul Touch (2nd level) could be a good flavor spell, depends just how much the character likes undead. Same thing for Detect Undead (1st level).

If you don't like the AC penalty of Rage (2nd level), a good alternative is Heroism (2nd level).

I can't help with PHBII - I haven't got a copy yet.


I don't think enlarge person works on undead. Only "humanoids" as the MM defines them, and that has nothing to do with body shape (well, sort of....)

Anyway, fighter mages need greater invisibility and fly as soon as they can. Slap on an extended mage armor and that's all the defense you'll ever need. Take fireball and scorching ray for your pyro side (you've already got burning hands, that should cover your urge to burn when combined with the others). Next take animate dead and command undead (not in that order, obviously) and you're set!

Other suggestions are ray of enfeeblement, chill touch, ghoul touch, false life, spectral hand, vampiric touch, fear, resist energy, haste, and bull's strength.


Saern wrote:

I don't think enlarge person works on undead. Only "humanoids" as the MM defines them, and that has nothing to do with body shape (well, sort of....)

Sorry if this doesn't work, it was just something I thought up while typing, and since I don't have a MM, I couldn't look it up. Thanks for clearing that up though.

The Exchange

BTW, My DM let me swap out access to a familiar for Armored Mage:Light so I can wear light armor with no penalty to casting. I have a mithral shirt now, so I don't really need mage armor. I love the ideas I have gotten here and the reasons behind them. Incidentally, I posted the same thing over on WotC website and got mostly confrontational responses from people either accusing me of being lazy or just being ignorant toward my post. I love that I can turn to this community and look for a little different perspective than my own and get good responses and help to add flavor to my game.
Thank you.
I will post my updated spell list ASAP so you can all see what we came up with.
FH

The Exchange

Spell list from 2nd level on.

2nd level
Kelgore's Grave Mist (PHB2)
Scorching Ray
Blinding Color Surge (PHB2)
Command Undead

2nd level wishlist (to add on)
Ghoul Touch, Shatter, Blur, See Invisibility, Levitate, Rope Trick

3rd Level spells
Protection from Energy
Inevitable Defeat (PHB2)
Haste
Fireball

3rd level wishlist (to add on)
Displacement, Fly

4th level Spells
Doom Scarabs (PHB2)
Arcane Eye
Animate Dead
Fire Shield

4th level wishlist (to add on)
Fear, Stoneskin, Greater Invisibility, Channeled Pyroburst (PHB2)

5th level spells
Break Enchantment
Seeming
Friend to Foe (PHB2)
Dimension Shuffle (PHB2)

So do you think they reflect the character that I am going for? If there are any suggestions, I am open to any.
PEACH, please.
FH

BTW: 1st level spells I already have:
Identify, Shield, Summon Monster I, Burning Hands, Magic Missile, Ray of Enfeeblement, Featherfall, Whelm (PHB2)

wishlist for 1st level spells
Expedious Retreat, and any buff/ protections.


It's a little late for you, I think, and you didn't include this book in the list you wanted to use, I know, but I was looking through the Complete Arcane the other day, and noticed/remembered Collegiate Wizard. This feat can only be taken at one's first wizard (and only wizard) level, but the benefits are extremely nice.

Rather than knowing 3 + Int modifier spells at the start of your mage career, you know 6 x Int modifier spells! In addition, you gain 4 free spells at level up, rather than two. Finally, the feat grants a +2 bonus on Knowledge (arcana). Sounds really powerful, but since it doesn't affect spell slots per day, all it does it provide some more potential versatility and save some money that would have otherwise gone to buying a scroll and then scribing it.

The Exchange

Saern wrote:

It's a little late for you, I think, and you didn't include this book in the list you wanted to use, I know, but I was looking through the Complete Arcane the other day, and noticed/remembered Collegiate Wizard. This feat can only be taken at one's first wizard (and only wizard) level, but the benefits are extremely nice.

Rather than knowing 3 + Int modifier spells at the start of your mage career, you know 6 x Int modifier spells! In addition, you gain 4 free spells at level up, rather than two. Finally, the feat grants a +2 bonus on Knowledge (arcana). Sounds really powerful, but since it doesn't affect spell slots per day, all it does it provide some more potential versatility and save some money that would have otherwise gone to buying a scroll and then scribing it.

Wow! That is a shame. I would've loved that and the DM allows all the "Complete" books (although I don't own any).

Oh Well!
whadda ya think of my list!?!

FH


Wierd thing about that feat, and another (Precocious Apprentice): they aren't with the other feats in the book. They're way off back in the chapter about how to properly incorporate the arcane into your game, under the part that discusses wizards' colleges and such.

Anyway, your list looks good. I particularly like the inclusion of the Kelgore's spells. I find supplemental books often present less useful, but more dramatic, spells, which can help enhance the feel and connection a player has to his character, as well as really carry the message of the character well. Of course, the Kelgore's spells are hardly less usefull than similar function spells from the PHB- Kelgore's firebolt has served me well in the past!


I don't remember if this has been said already, but what about Blaze Bones? If he likes undead and fire, what could be better than setting his undead on fire?

It was in a Dragon, don't remember the number... It was the one with the spells of elemental evil.

-Kurocyn


Are you more wizard than fighter ?
I ask because your spell list is what you should take if you're planning to make a character more wizard than fighter.
Fighter/wizard can be put in 2 categories :
- FIGHTER/wizard : use magic to increase their fighting capacities (the best way)
- fighter/WIZARD : wizard with just enough physical capacities to increase their magic power and survability.
Your spell list shows us that you're following the second way. In this case fighter 1/wizard 6/eldritch knight 8 is a better character : you're just losing 2 levels of spell casting to get more BAB and more hps.

But you're build suggest you're going FIGHTER/wizard :fighter 4/wizard 5/eldritch knight 6
If you plan to go in melee, you're lacking all spells to help you (in fact they're all in your wish list), and you have no spell (except scroching ray) to help you to fight at range.

As fighter/wizard, there are spells that are a must-have :
enlarge, true strike, shield, blur/displacement, mirror image, greater invisibility, stoneskin
Because this spells increase your rate to survive fights.

You have a full arcane caster in your group, so leave him utility spells like identify, summon monster, rope trick, ...
Concentrate on spells that increase your survability, your fighting prowess and your damage.

Here is your spell list as you should have it as a FIGHTER/wizard (i limited myself to PHB):

1st level :
enlarge (gives you 5ft to your melee reach, meaning you're hitting monsters, size medium and lower, when they can't hit you)
true strike (+20 to hit is nice against high AC monsters and to increase damage with the feat power attack)
protection from evil/chaos/law/good (+2 to AC and immune to mind-affecting spells is nice for a first level spell)
shield (+4 to AC is nice until you can buy an animated shield)

2nd level :
see invisibility
mirror image (increase your chances to avoid being hit in melee)
blur (increase your chances to avoid being hit in melee)
false life (gives you temporary hps, always good)
alter self (change to troglodyte to get +6 natural armor, or another form to get fly or swim speed)

3rd level :
protection from energy (best energy protection you'll get and use until 20th)
heroism (nice buff to fighting characters)
vampiric touch (damage opponent and heal yourself at same time)
displacement (increase your chances to avoid being hit in melee)
haste (bonus to attack, AC and another attack)

4th level :
stoneskin (ignore some damage is a must have for a melee character)
greater invisibility (you can attack and stay invis)
fire shield (as this spell damages opponents who are in 5ft, those who have 10ft reach or more are immune to this spell)

Anything else than this spells is a bonus but this list is what you must have as a fighter/wizard with a full arcane caster in your group.

The Exchange

I was trying to stay in the middle of the Fighter/wizard area, Flexible enough to do either in a pinch but not for extended periods. I also was willing to sacrifice some level of effectiveness for flavor. I have slightly changed my spell list to include some of the above mentioned spells like alter self, enlarge, vampiric touch and a few others. I expect the other wizard to share his spells during our downtime so I will probably gain alot of the Mirror image, blur, see invisibility, etc. spells for my book, so I don't wanna waste the spells I get each level if I can just copy it from his book. I believe he is more of a conjurer/ buffer.
I am looking at my roll in the group as a guard for the true magical might of the party, the Wizard and the Psion. I should be tough enough to defend them if foes close in on them, yet still be able to step up and help with the nukes. If I get a few undead and have them defend the squishies, then I can step into combat and start trippin' dudes with my scythe to soften them up for the short trip to eternal rest.
Last session I used Burning Hands to fry a couple of mooks that were in the way of the BBEG, then next round, cleric Shattered BBEG's weapon, I stepped in and tripped her, and over the next 2 rounds it was 4 party members hacking BBEG on the floor. It was a pretty effective bit of teamwork that made an almost overwhelming challenge into a relatively easy one.

Thanks to all for the ideas and thoughts on these spells. I am excited to see how Barkil turns out.

FH

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