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IlnystaaraDarkstar
Acolyte
3 Posts |
Posted - 17 Aug 2009 : 02:03:50
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Ok, so first off, i am very new to this site. like, i think this is my second post, first topic post. Anyways, i was wondering on some advice from all you knowleadgeable sages out there. What spells would you all choose for a ShadowAdept/Wiz? I play on the 3.5 edition rules.
If you could help me choose, that would be great!
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if the rogue in ur party sets off a trap that ends up turning half the party to stone, one person dead, one person insane, and one person to the abyss, you have a problem |
Edited by - Wooly Rupert on 13 Sep 2009 01:16:22
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The Simbul
Learned Scribe
173 Posts |
Posted - 18 Aug 2009 : 22:35:43
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Selecting one's spells is a bit of a rite of passage for any player of an arcane character, and affected by your intended play style, preferences, and the role you want your character to fill in the group. Basically you should evaluate each spell on a case by case basis, and select the ones you find most promising or useful.
Beyond that, and in the absence of any other information, I can only give you general advice:
* avoid selecting low-light vision, darkvision, blur, shield, and shadow walk since your class features can eventually duplicate or emulate these spells. Although having redundant spells in your arsenal may not be a very high cost for a wizard, you are still better off choosing a larger variety of options if your access to the spellbooks of others is limited.
* focus on the Enchantment, Illusion, and Necromancy schools because they are bolstered by your Shadow Weave Magic feat. In addition your Shadow Defense class feature enables you to survive having these spells turned against you at higher levels--such as with spell turning or Mastery of Counterspelling.
* avoid the Evocation and Transmutation schools. They are less effective because of the reduced caster level AND because they cannot be affected by your Insidious Magic, Pernicious Magic, and Tenacious Magic feats (which are arguably your best class feature).
* spells with the [Light] descriptor, and spells like rend shadow weave and Mystra's miasma will be useless. Granted most people who could teach your character the latter two spells would probably slay her first, so it is a moot point. |
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Bladewind
Master of Realmslore
Netherlands
1280 Posts |
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Hawkins
Great Reader
USA
2131 Posts |
Posted - 19 Aug 2009 : 22:52:05
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Pages 219-221 in the Player's Handbook II has a list of suggested spells for several base classes. |
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sfdragon
Great Reader
2285 Posts |
Posted - 20 Aug 2009 : 10:22:48
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necromancy, illusion and enchanment.
as for what, what levels do you want and are having this char go up too?? Death ARmor (middle) finger of death negative energy burst bestow curse larloch's minor drain vampiric touch ghoul's touch (the above two may go under another name) animate dead create undead
and those are off the top of my head for necromancy.
as for illusion and enchantment, well..... lets see what s off and wont make me go drag that book out. hallucinary terrain mass charm shadow copnjuration shadow evocantion invisibility ( drop when imporvd invis becomes available) silence
and that is at top. I have to admit though, I think I use more general spells, evocation, necromancy and abjuration more that any other type.
never got into summoning spells, and the enchantment never really sunk in either. divination and illusion, not really there either.
but whether school they are, you could look at the summon undead spells too. |
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Afetbinttuzani
Senior Scribe
Canada
434 Posts |
Posted - 22 Aug 2009 : 16:13:09
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Could you, IlnystaaraDarkstar, or the moderator change the subject line to: "Character Spell Choice 3.5" ? Thanks. |
Afet bint Tuzaní
"As the good Archmage often admonishes me, I ought not to let my mind wander, as it's too small to go off by itself." - Danilo Thann in Elfsong by Elaine Cunningham |
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IlnystaaraDarkstar
Acolyte
3 Posts |
Posted - 12 Sep 2009 : 22:49:17
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thank you all for your input, i just found the topic i put up. i can try to change the topic name, but i have no idea how, so that would probably be better left to a moderator. |
if the rogue in ur party sets off a trap that ends up turning half the party to stone, one person dead, one person insane, and one person to the abyss, you have a problem |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 13 Sep 2009 : 01:17:15
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quote: Originally posted by IlnystaaraDarkstar
thank you all for your input, i just found the topic i put up. i can try to change the topic name, but i have no idea how, so that would probably be better left to a moderator.
Done. I prefer not to change a topic title unless the original poster wants it. |
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Diffan
Great Reader
USA
4441 Posts |
Posted - 20 Sep 2009 : 03:38:14
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Also, you might want some conjuration spells in there as well, like Orb of Acid, Orb of Force, etc.. since there is no saving throw.
A couple of other fun ones... *persistant blade (your rouge will love you because this spell can flank but it's evocation, so it won't last as long) *hail of stone- conjuration spell that deals 5d4 dmg in a 10ft. area. No save. *darkway- awesome utiliy spell with lots of uses. *curse of impending blades/mass curse of impending blades- excellent spell, -2 penalty to AC (no save). The mass spell just hits multipul targets and is only 1 lvl higher. *snake's swiftness- It's transmutation, but it doens't rely on your caster level and allows an ally 1 free attack. *wraithstrike- situational and a Transmutation spell, but attacks for an entire round as touch attacks can't be passed up. *icelance- good damage spell for 3rd level and it's conjuration plus it stuns. *shadow well- it's just fun plus it's thematic. *spell enhancer- your gonna need a boost to DC at somepoint. *illusory pit- funny and destructive *avasculate- reduce foe to 1/2 hp and stun and it's necromancy *synostodweomer- a good back up for healing in case your cleric dies, falls into a shadow well, or something else. *wrathful castigation- an OK 8th level spell
BTW, these are taken from the Spell Compendium fyi.
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