What 3rd-level spells should any Wizard prepare?

What 3rd-level spells should any Wizard prepare? (Pick multiple)

  • Arcane Sight

    Votes: 11 7.9%
  • Blink

    Votes: 6 4.3%
  • Clairaudience/Clairvoyance

    Votes: 5 3.6%
  • Daylight

    Votes: 0 0.0%
  • Deep Slumber

    Votes: 2 1.4%
  • Dispel Magic

    Votes: 90 64.3%
  • Displacement

    Votes: 13 9.3%
  • Explosive Runes

    Votes: 2 1.4%
  • Fireball

    Votes: 77 55.0%
  • Flame Arrow

    Votes: 2 1.4%
  • Fly

    Votes: 64 45.7%
  • Gaseous Form

    Votes: 4 2.9%
  • Gentle Repose

    Votes: 0 0.0%
  • Halt Undead

    Votes: 0 0.0%
  • Haste

    Votes: 63 45.0%
  • Heroism

    Votes: 4 2.9%
  • Hold Person

    Votes: 8 5.7%
  • Illusory Script

    Votes: 0 0.0%
  • Invisibility Sphere

    Votes: 6 4.3%
  • Keen Edge

    Votes: 3 2.1%
  • Lightning Bolt

    Votes: 18 12.9%
  • Magic Circle Against Chaos/Evil/Good/Law

    Votes: 10 7.1%
  • Magic Weapon, Greater

    Votes: 8 5.7%
  • Major Image

    Votes: 2 1.4%
  • Nondetection

    Votes: 4 2.9%
  • Phantom Steed

    Votes: 0 0.0%
  • Protection from Energy

    Votes: 14 10.0%
  • Rage

    Votes: 1 0.7%
  • Ray of Exhaustion

    Votes: 4 2.9%
  • Secret Page

    Votes: 0 0.0%
  • Sepia Snake Sigil

    Votes: 0 0.0%
  • Shrink Item

    Votes: 0 0.0%
  • Sleet Storm

    Votes: 2 1.4%
  • Slow

    Votes: 26 18.6%
  • Stinking Cloud

    Votes: 10 7.1%
  • Suggestion

    Votes: 8 5.7%
  • Summon Monster III

    Votes: 11 7.9%
  • Tiny Hut

    Votes: 4 2.9%
  • Tongues

    Votes: 6 4.3%
  • Vampiric Touch

    Votes: 6 4.3%
  • Water Breathing

    Votes: 2 1.4%
  • Wind Wall

    Votes: 4 2.9%

dcollins

Explorer
Here's a poll in a series I'm trying 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 7th level -- adventuring, PC or NPC, non-specialized, non-multiclassed, core rules only. He or she can prepare maybe 3 spells of 3rd-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.
 

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I picked: haste, slow, summon monster 3.

The first effects everyone in the party making everyone slightly better, and likely to last for the whole battle at this point (increased manuverability, harder to hit, easier to hit others, extra attack, just all around good stuff).

The second because it effects pretty much all of the opponents and cuts down their offensive ability to nearly nil while taking their defenses down as well.

The last because it has a good amount of versitility and power. There is some good beef there and several utility creatures. All around good!

I didnt choose any of the damage dealing spells because I have always found at this point the area of effect is likely to hurt some helpers, lots of resistances, some SR is popping up, not very much damage compared to hp.. that sort of thing ;)
 
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The only one I could really suggest to every wizard to prepare is Dispel Magic, although I'd probably say one prepared is usually enough.

Otherwise, there are many others which are very good but you are not in trouble if you haven't prepared them / don't know them, unless a very specific circumstance comes up.
 

I also chose Dispel Magic, though I also picked Suggestion and Hold Person. Personally, I've always loved enchanters. Suggestion is an awesome spell because you make the person attack someone else or other things. Hold Person is cool because it, well, holds the person and allows you to beat on him. :)
 

I picked Fireball, Haste, Dispel Magic and Displacement (which is four, I know :) ). I have found Displacement to be a good defense as there are very few ways to counter it. Plus it makes you immune to Sneak Attack Damage.

Cheers,
Dan
 


I picked Dispel Magic, Fly, and Slow.

  • Slow: an excellent attack spell! So many monsters around EL 7 have multiple attacks - this spell all but neuters them. Will saves for many monsters at this EL are low (unlike Fort). Moreover, if your party is high in the mobility department, you can use ranged attacks for as long as you care to.
  • Fly: Wizards all need a "get outta Dodge" spell. This provides that....or provides that slow fighter with a much-needed boost of mobility. (slap) "Go get 'im, Tiger!" Limited usefulness in a low-ceiling dungeon, though.
  • Dispel Magic: this is highly campaign dependant. One DM I play with rarely used spells on us at this level. You really have to know your DM. When I DM, I like using NPCs with potions and scrolls....Dispel Magic would strip them of all those low-level effects.

Still, I think Fireball and Summon Monster III are also excellent choices. The SM III especially: Fiendish ape and celestial hippogriff are killer!
 
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Fireball/Iceburst, Fly, and Summon Monster III.

Iceburst is effectively fireball with a 30' radius albeit with burst as opposed to spread effect. Thats 50% more area covered.

Fly. No improved grab or grapple versus your 8 strength 25 hit point wizard. Nuff said.

Summon Monster III. Think of this as preemptive healing. All atacks your celestial bison or fiendish ape takes are attacks your party is not taking. Plus the continual damage (especially the fiendish ape) and the versatility (fiendish dire bat for flying opponents, etc) aren't so bad either.
 
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Arcane Sight
Dispel Magic
[Open Slot]

Arcane Sight
A great spell for giving you an inkling when something is going to happen... you can even spot enemy mages on the prowl if you're studious enough. It will alert you to magical doors, thwart many illusions (by revealing their presence), and the duration is nice for its level.

Dispel Magic
Lowest level best utility anti-magic spell around. Can get rid of spell effects in an area, on a single person, or possibly counterspell anything cast by an enemy mage.

[Open Slot]
This is not an option for any spell you might like, but rather a choice a wizard makes too keep one of his higher level slots open so that if a situation requires, he can spend 15 minutes to get the right spell memorized to fit the occasion. I would have voted for this, but it wasn't an option.
 

This gets a little hard, because 3rd level spell is the point when a caster goes from being a liability who stands at the back of the party and tinking away with Magic Missle to ending fights before they ever start.

There are a LOT of really solid 3rd level spells.

Fireball is a classic, and while a bit overused perhaps, it can seriously put the hurt on a large number of enemies.

Fly is a great escape tool or can be used to circumvent traps, bad guys, or other un-nice things.

Gaseous Form is much like fly, you can get around things very easily.

Haste and slow can really turn the tide of battle.
 

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