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Very handy spell to have if things break a lot in your games. Mending – This basically makes you the new repairman in town, able to fix up anything non-magical with a few spells.
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Great for performances, parlor tricks, and any other little effects you might want. Unlike in 3.5, having this memorized once means you can always be ready to create the minor effects wizards are known for, such as constantly glowing eyes, a breeze whipping your cape in the wind, lighting a pipe with your finger, and so on. Prestidigitation – This should be memorized all the time. So, I’ll go with good choices for memorization here: You’re a wizard, you start the game with all level zero spells, congratulations. Finally, spells are chosen for a combination of effectiveness, fun, and playability over all levels. Also note, the focus is on combat, though not exclusively so, as Pathfinder is pretty combat centric. I’ll provide other options than the four “best” recommendations typical of most levels at the end of this article, for those who gain access to scrolls, are specialists, or would just like alternatives, but this is intended to be played in a real game where it’s not always possible to buy all the scrolls you would want, and also to be possible for universalists (which I know is often a subpar choice, but this is a spell guide, not a complete wizard guide). I’ll be sticking to the Pathfinder SRD, and, to make things interesting, I’m going to assume the only spells obtained are those from leveling up. But, which spells to choose? While many spells got hit by the nerf bat transitioning from D&D 3.5 to Pathfinder, there’s still plenty of earth-shattering power to be found, and this guide will help you find it. Bending the laws of physics to your whim to overcome your enemies is always a great strategy.
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So, you want to play a wizard? This is, of course, an excellent choice.
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