What 2nd-level spells should any Wizard have?

What 2nd-level spells should any Wizard have? (Pick multiple)

  • Acid Arrow

    Votes: 31 21.7%
  • Alter Self

    Votes: 51 35.7%
  • Animal Buff (any physical)

    Votes: 23 16.1%
  • Animal Buff (any mental)

    Votes: 11 7.7%
  • Blindness/Deafness

    Votes: 21 14.7%
  • Blur

    Votes: 20 14.0%
  • Darkness

    Votes: 5 3.5%
  • Flaming Sphere

    Votes: 13 9.1%
  • Hideous Laughter

    Votes: 19 13.3%
  • Invisibility

    Votes: 97 67.8%
  • Knock

    Votes: 35 24.5%
  • Minor Image

    Votes: 6 4.2%
  • Mirror Image

    Votes: 61 42.7%
  • Resist Energy

    Votes: 26 18.2%
  • Rope TRick

    Votes: 29 20.3%
  • Scorching Ray

    Votes: 61 42.7%
  • See Invisibility

    Votes: 61 42.7%
  • Summon Monster II

    Votes: 8 5.6%
  • Touch of Idiocy

    Votes: 8 5.6%
  • Other (please post)

    Votes: 24 16.8%

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dcollins

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Here's a poll I'm going to try to use to generate a "baseline" core Wizard's spell list. You can pick as many selections as you like.

Say you have a Wizard of about 5th level -- adventuring, PC or NPC, non-specialized, non-multiclassed, core rules only. He or she can prepare maybe 3 spells of 2nd-level. What spells should he or she prepare in those slots?

You can pick as many selections as you'd like -- I would suggest around 3. I've tried to narrow down the full list to about 20; feel free to choose "Other" and post the core-rules must-have selection that you think I left out.
 
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You missed False Life. Every wizard needs hit points.

You also missed Glitterdust (area effect blindness on a will save) and Web (low level battlefield control).

Glitterdust is probably the best of the bunch at the levels you're talking about though web is in the same ballpark provided that there are anchor points in the environment.

Scorching ray doesn't really get good until 7th level. Until that point, Flaming Sphere is often better.
 

Alter Self is one of the most useful 2nd lv wizard spells. Sure you can't fly with it anymore (unless you play FR) but it does allow you to breath underwater, swim, gain a +6 natural armor bonus and the list just keeps going on.
 

I voted See Invisibility and Other (leave one slot free for utility). 3rd one would be any useful combat spell, probably.

Bye
Thanee
 


I picked Alter Self and Scorching Ray, but I'd have added Glitterdust in a second, if it were an option. It's not only anti-Invisibility but a replacement Blindness as well. Very useful.
 

Glitterdust, Alter Self, and False Life! Sure sure, scorching ray, whatever. I'd almost rather have a silent, stilled, or widened magic missile.

-The Souljourner
 

The Souljourner said:
I'd almost rather have a silent, stilled, or widened magic missile.

You can't Widen a Magic Missile...!

"You can alter a burst, emanation, line, or spread shaped spell to increase its area..."

I convinced our party Conjurer to take Glitterdust at 3rd level. We're about to hit 6th, and he still glares at me sometimes, because he hasn't cast it yet.

It's not my fault if he can't find a use for one of the best 2nd level spells around!

-Hyp.
 

Sorry... meant enlarge.... I couldn't remember which was which, since both sound like they increase the area. You'd think they could have come up with a better name for a range increasing feat.

Glitterdust is *so* good. If you don't cast it practically every fight, you're not using it right. I had a character almost get killed pretty much solely because of that spell. being blind *really* sucks.

-The Souljourner
 

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