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Keep in mind: wizards can learn spells from scrolls. Therefore you do not need to break your head about most spells, as you will find scrolls for most spells. So pick what you like most, and learn the rest from scrolls.
Try to focus on a mix of spells that do and do not require concentration so you don't have multiple spells competing for your concentration at once. And tryn to combo accross casters....one person casting web and another casting darkness (preferrably the warlock with devil's sight) or silence means the enemy is imbobile and can't actually do anything.
Also remember that wizards can add spells to their spell book from scrolls so you will eventually be able to get most if not all of those spells.
For knock...if you have a sneaky character with thieves tools/sleight of hand proficiency in your group then you don't really need it. In tabletop it is mostly for parties without a rogue/ranger/tricky bard or for situations when that person is off somewhere else and the wizard needs a back-up plan.
I prefer lvl 1 Fog Cloud to create Blindness.
Too bad Wizard doesn't get Enhance Ability.
I see Misty step suggested, but as I mentioned, doesn't another char with it fix that?
I hadn't really looked at blindness, but it seems pretty good for a boss, if it's not resisted a lot (which I'd guess is likely).
Short list: second familiar, blindness, cloud of daggers, ray of enfeeblement, web.
Any answers to questions in the OP about some spells?
Yes, evocation gets Sculpt Spell, which lets you fireball directly onto your party.
As for Misty Step, consider the combat uses instead of exploration. Gale can save himself or reposition where he's needed easily.
Cloud Fog or Darkness is better than Blindness. Just put two enemies at the edge and you can attack them with Advantage that turn. Blindness sucks because your spell DC sucks.
In fact, you're not gonna have a ton of lvl 2 spells memorized later in the game.
The lock spell however if you are creative is both hilarious and useful.
A funny example is there is a nearby cage? Teleport that creature to the cage or push them into it even, cast arcane lock. They are stuck in the cage or cell now, and it can't be destroyed(i think?).
Some areas have things you can push them into, lock the doors and they can't get out. It's a fun creative spell.
Alternate uses may be if you have multiple entrances, use lock on 1 and they have to walk all the way around giving you time to set up a trap or ice the floor so they funnel thru it. We have made good use of the spell in many areas but some creativity is required.
This is the best I can do without spoilers idk how far you have made it or if you have other playthrus done or not lol I can give specific examples if you'd prefer that have spoilers.
Oh! Shatter is particularly usefull for "wandering eyes" as they are constructs, annoying buggers that call reinforcements and are immune to damage randomly xD
Although a patch seems to have addressed a bug with em, but it's quite handy.
And hold person I always love to have agree.
A note on misty step, is it may not be used a ton, but it is a bonus action spell and can get your caster out of a tight spot of trouble.
damage without a saving throw is always useful especially with how easy it is to shove enemies into it (and how they will never attempt to pathfind around it) With a warlock, druid or just good athletics in your party it gets ridiculous
shatter only does damage once and can be halved by a save, hold person only works on humanoids and can be saved, melf's is just a worse magic missile if it misses, scorching ray requires attack rolls, etc...