Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But as a wizard, scrolls that are on the wizard spell list can be copied into your spell book. So as you acquire spells throughout your adventure you can make an arcana check (Hope you're proficient in Arcana) to scribe them into your spellbook and then have access to that spell to prepare after a long rest.
If you're looking for recommendation of first level spells:
1. Shield
2. Magic Missile
3. Identify (Ritual, doesn't ever need to be prepared)
4. Detect Magic (Ritual, doesn't ever need to be prepared)
5. Thunderwave/Burning Hands (very similiar in effect, I prefer Thunderwave)
6. Fog Cloud
7. Jump (if no one else has it)
8. Mage Armour
9. Kinda variable, Sleep is good but falls off. Protection from Evil and Good is good, but later you'll want to concentrate on other things.
I messed badly my wizard i am happy with my otehr characetrs. I need to figure it out i am still not too far to eventually restart.
List from Catharist seems good. You need a character able to detect and identify magic items. Magic items will usually have different names than the basic ones (a magic sword, usually wont be called only "longsword")
(Clerics can also detect magic). One arquetype of rogue may learn spells and cast identify too.
Since you have a wizard, I think that in the library, just before hitting level 4, you will find a scroll of identify, among others, so you can write the spell in one of your spell books (you can buy more).
1st: Magic Missile, Burning Hands, Thunderwave, Identify, Sleep, and Jump.
2nd: Scorching Ray, Flaming Sphere, Knock, and Shatter
Ones I can take as options, are Protection from Evil, Mage Armor, Detect Invisible.
But the first group is the mainstay as they are the primary attack spells.
(Flaming Sphere is more like a Summoned Elemental for an extra attack on the Battlefield or striking out of reach enemies, or placing it behind foes in a choke point so they take damage each round).
1) Identify
2) Detect Magic
3) Magic Missile
4) Shield
5) Thunderwave
6) Mage Armor
Cantrips
1) Shocking Grasp
2) Ray of Frost
3) Light
4) Firebolt
Sorcerers work different but imo are much more fun. They learn only a limited amount of spells, essentially one spell per level of any spell level you have access to, and then you can switch out an old spell you know for something else on a level up.
Plus sorcery points are just the absolute best. twin casting and quicken spell are just too damn good. Plus the versatility of being able to convert them to spell slots and vice versa.
The only thing with Sorcerers in Solasta is you have to click on actions so much it becomes a drag on the game.
The only thing to worry about for Wizards is the cantrips but really as long as you take one that does damage, and one that can create light through torches or self sustaining (fire bolt can cover this areas but there are quicker better options). You can build their spells out easily as you level and find scrolls to transcribe. So if I was the OP I wouldn't worry enough to start over. Of course I have a tendency to wonder how a certain build might play with every class so starting a new party isn't a big deal to me especially as I can skip the tutorial now.
Cantrips I usually take Firebolt, Acid Splash, Dancing Lights, and Annoying Bee (to break opposing caster concentration), though The Mental Dagger one is also one I take since its a saving throw rather than a ToHit roll so works well on High AC targets.
I just went through the entire game, and I can't think of a single time an enemy used a concentration spell. Not saying it hasn't happened, cus it might have, but I don't remember any enemy using a concentration spell once, and if they did, they died before it impacted anything.
For that reason alone I'd skip annoying bee.
In this recent play through I never had a single one cast fly, like I said I can't even think of one concentration spell they cast the entire campaign.
I remember in an earlier version in early access one casting fly once. The one in the tower as the boss. This time I killed everything in that room by the second turn so that's probably why.
You don't really need to pick Identify at creation, scroll is available from a vendor right at the start, you can even wait after Caer Lem (it has like couple of potions, 1-2 low level magic armors and you can find the scroll itself in there if you get lucky).