Admixed Sphere Specialist: Great (Dazing / Entangling) Balls of Fire / Ice / Electricity / Acid!


Advice

Silver Crusade

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Ahoy, fellow Pathfinders!

I'm plotting out a Wizard for a new campaign and would like your excellent advice. Here's what I've got.

Human Admixture Wizard specializing in Flaming Sphere. Preferred Spell to cast spontaneously. Admixture's Versatile Evocation ability to change energy type as needed. Rime Spell and Dazing Spell to shut down enemies. Magical Lineage and Wayang Spellhunter to defray the cost of the Metamagic. Eventually, Spell Perfection for even more free Metamagic and all around bad-assery.

A few points.

  • The guy's already going to be plenty powerful. I don't feel the need to push him much further down the min/max path (I'm pretty far gone already).

  • I haven't decided between Bonded Item and Familiar. If I go for a Familiar, I'll avoid Improved and keep the +4 Init. Don't want to give up a Metamagic feat, and I really really like going first.

  • I haven't decided whether to put Magical Lineage and Wayang Spellhunter both on Flaming Sphere, or whether to put one on Fireball or (more likely) Ball Lightning. Probably split 'em up, though, for flavor and not-too-much-cheese reasons (though I've probably already failed that one).

  • The GM has requested we use PFS rules, so 20-pt buy, no item creation feats, etc.

Human Admixture Wizard
Str 7 Dex 14 Con 14 Int 19 Wis 14 Cha 7; all increases to Int

01 Magical Lineage (Flaming Sphere) [Trait]
01 Wayang Spellhunter (Ball Lightning) [Trait]
01 Improved Initiative
01 Spell Focus (Evocation) [Wizard]
01 Greater Spell Focus (Evocation) [Human]
03 Heighten Spell
05 Preferred Spell (Flaming Sphere)
05 Rime Spell [Wizard]
07 Dazing Spell
09 Preferred Spell (Ball Lightning)
10 Persistent Spell [Wizard]
11 Quicken Spell
13 Spell Penetration
15 Spell Perfection (Flaming Sphere)
15 Spell Perfection (Ball Lightning)

Thoughts?


I would swap Heighten Spell to 5th, And Rime Spell to 3rd for starters... That way you can start using a Rimed Freeze Ball at 3rd (as soon as you get it) instead of 5th to start getting some use of you're traits and feats.

Dark Archive

I'm curious why you are focusing on flaming sphere actually. It only affects a single target per round and eats a move action every round. Seems less then optimal to me.

I admit it does give you a full battles actions out of one spell but anytime you are fighting more than one opponent it just screams come kill me first.

edit: I'm more partial to using Blistering Invective instead for this build. Lets you affect ALL enemies in range while letting you throw a demoralize effect in there as well to lower their chance to save against your other effects.

Silver Crusade

Dexion1619 wrote:
I would swap Heighten Spell to 5th, And Rime Spell to 3rd for starters... That way you can start using a Rimed Freeze Ball at 3rd (as soon as you get it) instead of 5th to start getting some use of you're traits and feats.

You're right, I should swap them.

When I first thought to do something like this I searched around the forums and found several rather fruitless debates about the "only affects spells with the cold descriptor" clause in Rime Spell. Does it mean: (i) that you can prepare a non-cold spell with Rime Spell, but it won't do you any good? or (ii) that you can't even prepare a non-cold spell with Rime Spell? If the first (i), then Versatile Evocation can swap out for ice and you've got your Rimed Freezing Sphere. If the second (ii), then that's no good.

Let's avoid the rules question in this thread; I'll talk to my GM and figure it out, but either way you're right and I should swap the feats. If my GM doesn't like it, well, it's not like I'll be using Heightened Spell for lvls 3-4. So it can't hurt to swap them and it might get me that Rimed Freezing Sphere quicker. Thanks!

Silver Crusade

Mathwei ap Niall wrote:
edit: I'm more partial to using Blistering Invective instead for this build. Lets you affect ALL enemies in range while letting you throw a demoralize effect in there as well to lower their chance to save against your other effects.

Blistering Invective would be a fun one for this sort of build. But Blistering Invective is only for Alchemist, Bard, Inquisitor. I'd like to play a Wizard (for a few reasons, including fit with the party).

Mathwei ap Niall wrote:

I'm curious why you are focusing on flaming sphere actually. It only affects a single target per round and eats a move action every round. Seems less then optimal to me.

I admit it does give you a full battles actions out of one spell but anytime you are fighting more than one opponent it just screams come kill me first.

True. Those are definitely some downsides to Flaming Sphere, from the standpoint of optimization. I'd also add that FS has some trouble with flying enemies.

But what are my (Wizarding) alternatives? The spell needs to be an Evocation (to take advantage of Versatile Evocation), and I would like it to be low level (1st-3rd): (i) so I get it early enough; (ii) so I have plenty of spell levels for Metamagic; (iii) so I can use Lesser Metamagic Rods on it (much cheaper than Normal Metamagic Rods!). On top of that, it would ideally be multi-target or duration.

Fireball is my other big contender, but Flaming Sphere has some advantages: (1) no need for positioning to be just so; (2) no worry about friendly fire; (3) duration - FS can come back for more; (4) lower level.

Plus, I just like Flaming Sphere! (I might use Fireball instead of Ball Lightning for my second Preferred Spell, though. Slight variation in flavor, and works with a Lesser Metamagic Rod.)

Any other spells I should consider?

Dark Archive

Joe M. wrote:
Mathwei ap Niall wrote:
edit: I'm more partial to using Blistering Invective instead for this build. Lets you affect ALL enemies in range while letting you throw a demoralize effect in there as well to lower their chance to save against your other effects.

Blistering Invective would be a fun one for this sort of build. But Blistering Invective is only for Alchemist, Bard, Inquisitor. I'd like to play a Wizard (for a few reasons, including fit with the party).

Mathwei ap Niall wrote:

I'm curious why you are focusing on flaming sphere actually. It only affects a single target per round and eats a move action every round. Seems less then optimal to me.

I admit it does give you a full battles actions out of one spell but anytime you are fighting more than one opponent it just screams come kill me first.

True. Those are definitely some downsides to Flaming Sphere, from the standpoint of optimization. I'd also add that FS has some trouble with flying enemies.

But what are my (Wizarding) alternatives? The spell needs to be an Evocation (to take advantage of Versatile Evocation), and I would like it to be low level (1st-3rd): (i) so I get it early enough; (ii) so I have plenty of spell levels for Metamagic; (iii) so I can use Lesser Metamagic Rods on it (much cheaper than Normal Metamagic Rods!). On top of that, it would ideally be multi-target or duration.

Fireball is my other big contender, but Flaming Sphere has some advantages: (1) no need for positioning to be just so; (2) no worry about friendly fire; (3) duration - FS can come back for more; (4) lower level.

Plus, I just like Flaming Sphere! (I might use Fireball instead of Ball Lightning for my second Preferred Spell, though. Slight variation in flavor, and works with a Lesser Metamagic Rod.)

Any other spells I should consider?

Bah, stupid list had Blistering Invective in the wrong spell list.

In that case I do see your point on why you chose this spell it's one of the more versatile choices available.
The fact it can't really hit flying targets and focuses on reflex saves exclusively are a problem though.
A decent alternative spell is Burning Gaze. The range is a bit lower but has a nice rider effect that really gets powerful with your build.

Look at your target (rod of reach, lesser helps) and the simply catch on fire (or ice, lightning or acid) and with your metamagics the freeze in place and are stunned (especially bad for flyers) AND have to continue to make saves every round to get out of these effects.
Add to it the long duration of this spell should really cut down on the number of slots you burn per day making it as efficient as flaming sphere.

Only real downside is it's a standard action instead of a move but the rider effect makes up for it.


Of course, Burning Gaze targets Fort, which can also be a tough save to get past. Bumping it up too Ball Lightning with the second trait is a cool idea, which also lets you target Flying creatures starting at 7th level.

To be honest, I like flaming sphere. Yes, yes, I know nuking isn't optimal... But it is fun, and Flaming Sphere/Ball Lightning lets you move action "mini-nuke" for the whole battle, which is nice for saving spells.

Edit: As for the "cheese" factor... As a GM myself, a build like this would not set off my "Cheese" detector. Its Thematic (not sure if thats a word), and you're investing almost all of you're resources into making a less-then-optimal spell into a slightly-more-useful spell. I would be much more worried about, say, an Elven, Dreamspinner, Fey-Bloodline Sorc.


If you get selective spell, and some traits to further lower metamagic costs, one damage spell is kind of all you ever need.

Rime spell is cool, but Dazing is what pays the bill. I think you could find better spells to concentrate on. Heck you could just use Fireball all the way up.


I'd suggest that you'll want Spontaneous Metafocus so that you're not spending full round actions when you want to metamagic your preferred spell(s).


Zan, read Prefered Spell again... You dont need to increase casting time with it. It realy is a great feat.


Well holy damn. I never noticed that last sentence before; I thought it worked like cleric spontaneous cures. That makes my Admixturer Magus idea a lot more plausible.


Sunbeam, Selective spell requires Spellcraft 10 ranks... without it, fireball is super limited (and I would hate to be dependant on a metamagic rod to make an entire build work).

Heck, combining dazing flaming sphere, and rimed ball lightning at level 7 could be forcing 3 reflex saves per round (which become.harder to make when entangled)... Not too.shabby.


Think about acid arrow, which targets fliers, scales, and its damage each round synergies nicely with your sphere.


Not to burst your bubble, but Ball Lightning is a lvl 4 spell and thus is incompatible with your trait.
I have made this build before, only slightly different, I focused on Fireball, mainly for its area, but Flaming Sphere can be a good choice as well.

You will find that Dazing Spell is less useful since you already have an effect that can basically do the same thing in Rime Spell. Choosing to forgo Ball Lightning gives you more options on feats and lets your specialized spell (proffered spell) get even better. Spell Specialization is invaluable at earlier levels, and Rime Spell and Dazing Spell become redundant of each other with the only instance where Dazing comes out ahead being when you encounter enemies immune to cold. They make rods for that. Rime is much better for you since you can apply it for free come lvl 5 to your fireball spells, or lvl 3 should you choose to stick with sphere.
Personally, I like using two feats on Elemental Focus, as in PF they stack with Spell Focus, the obvious choice being [cold].

Now as to your rules questions, the books in certain instances refer to preparing spells with inappropriate metamagic feats, and 'wasting' the higher spell slots. Such language is indicative that it is in fact legal to prepare any spell with any metamagic feat on it, though the DM may house rule accordingly. There is one way around this, and that is by using a metamagic rod of Rime Spell. Its use is spontaneous in nature, and thus it will work with your spontaneous school power to substitute the spells elemental descriptor, and at 3000 gp, you can (according to WBL) afford it by lvl 3, and definitely by lvl 5 when you get access to fireball. An intensified rime frozen fireball cast spontaneously at any spell level you want 3+ is definitely worth the investment.

I also recommend using a trait on Paragon of Speed or Reactionary, whichever one isn't from the same list as your other trait. Going 1st is the most important thing to you. I also recommend a Compsognathus familiar for 2 reasons: 1) bonus to perception thanks to free Alertness, and 2) +4 initiative.


Check out BURNING ARC. affects two enemies, won't hit allies and has a good damage cap. Lvl 2 spell

Silver Crusade

Thanks everyone! Great suggestions so far. Let me go down the list since I last checked in.

@Mathwei ap Niall: burning gaze is definitely worth considering. I'll probably avoid it because (i) standard action is less flexible; (ii) Fortitude tends to be the baddies' strongest save, so I'd rather not target it.
But you're definitely right that it might pay to diversify the saves I'm targeting. So maybe I should make my second spell target Will.

How about magic missile for a second pick, then? It's 1st-level, Evocation, it'll target Will with Dazing Spell, and I could grab Toppling Spell for fun against humanoids / casters. Couldn't admix it, but it would still be a bunch of fun flavor.

sunbeam wrote:
Rime spell is cool, but Dazing is what pays the bill.

Yup.

ZanThrax wrote:
Well holy damn. I never noticed that last sentence before; I thought it worked like cleric spontaneous cures. That makes my Admixturer Magus idea a lot more plausible.

Ain't it great?

Dexion1619 wrote:

Sunbeam, Selective spell requires Spellcraft 10 ranks... without it, fireball is super limited (and I would hate to be dependant on a metamagic rod to make an entire build work).

Heck, combining dazing flaming sphere, and rimed ball lightning at level 7 could be forcing 3 reflex saves per round (which become.harder to make when entangled)... Not too.shabby.

Yes and yes. Now add Persistent Spell to make them have to save twice. :-)

roguerouge wrote:
Think about acid arrow, which targets fliers, scales, and its damage each round synergies nicely with your sphere.

Acid arrow is Conjuration, not Evocation. :-(

master_marshmallow wrote:
Not to burst your bubble, but Ball Lightning is a lvl 4 spell and thus is incompatible with your trait.

You're right, I hadn't noticed the 3rd-level-or-lower restriction on Wayang Spellhunter. Thanks for pointing that out. Magical Lineage has no restriction; I could just swap the traits. But I think I probably will swap out for either magic missile or fireball.

master_marshmallow wrote:
You will find that Dazing Spell is less useful since you already have an effect that can basically do the same thing in Rime Spell.

I don't see how they "basically do the same thing." Rime Spell stacks up some penalties; Daze Spell denies them their action. Daze looks a lot more powerful than Rime, then.

master_marshmallow wrote:
Spell Specialization is invaluable at earlier levels.

Not interested in Spell Specialization. I'd rather have Preferred Spell. (i) I'm not interested in damage dice; (ii) I don't want to spend the extra feats (wouldn't want to drop Heighten Spell, since it can increase the rounds of daze / entangle; need two feats instead of one to cast spontaneously via Spell Specialization); (iii) Greater Spell Specialization requires a full round cast to apply Metamagic, but Preferred Spell doesn't increase the casting time; (iv) the previous reasons decide it and I don't want this threat to be a rules thread, but there is a rules worry too Greater Spell Specialization states that "you may add a metamagic feat to the spell", which could be argued that you can apply one-and-only-one (I probably would rule that you can apply as many as you like, but it's a concern). The boost to duration or to magic missiles would be nice at low levels, true. And it's nice to be able to swap out the Spell Specialization. But on balance, Preferred Spell looks better to me. Am I missing something?

master_marshmallow wrote:
Personally, I like using two feats on Elemental Focus, as in PF they stack with Spell Focus, the obvious choice being [cold].

Huh. Hadn't noticed those feats. Thanks for the tip. Probably won't take them (I'm tight for feats already), but it's good to know the option's there.

master_marshmallow wrote:
Now as to your rules questions, the books in certain instances refer to preparing spells with inappropriate metamagic feats, and 'wasting' the higher spell slots. Such language is indicative that it is in fact legal to prepare any spell with any metamagic feat on it, though the DM may house rule accordingly.

Yup. The threads debating the rules question all come to an impasse, but FWIW I'm in this camp. In any case, let's avoid the rules question in this thread.

master_marshmallow wrote:
I also recommend using a trait on Paragon of Speed or Reactionary, whichever one isn't from the same list as your other trait. Going 1st is the most important thing to you. I also recommend a Compsognathus familiar for 2 reasons: 1) bonus to perception thanks to free Alertness, and 2) +4 initiative.

Unless I drop down to only one special spell, my traits are spoken for. I'm currently inclined to have two special spells, for diversity of flavor at least. Which is another reason to prefer magic missile, perhaps. I'm liking that idea more as I type this response. — But heck yes I'll be optimizing for Initiative. Probably will end up with the Compy familiar for these reasons. :-)

STR Ranger wrote:
Check out BURNING ARC. affects two enemies, won't hit allies and has a good damage cap. Lvl 2 spell

Yeah, I've seen a version of this build with burning arc. It's a great choice; thanks for the reminder! The Close range is a downside, but on the whole definitely respectible (it looks like it can target up to 4 enemies, actually!). I can see preferring burning arc to flaming sphere, for flavor and mechanical reasons, though I'm pretty attached to flaming sphere for this guy.

***

I think I will drop ball lightning. So: fireball or magic missile? I'm inclined to magic missile currently. Reasons stated above. More variation of flavor, no worry about friendly fire. Plus, I could start using Toppling Magic Missiles for free at first level. Fun! Now I just have to find room for Toppling Spell.

What do yall think?


ZanThrax wrote:
I'd suggest that you'll want Spontaneous Metafocus so that you're not spending full round actions when you want to metamagic your preferred spell(s).

At first I thought that read Spontaneous Meatfocus.


I don't believe you can take Spell Perfection more than once.

If making the decision between Flame Sphere and Ball Lightning I would definitely go with Ball Lightning. It pays off later but is much more effective in those later levels as you get 5 separate attacks and can still be Persistent/Dazed.

If you are concerned about large numbers of enemies then consider either Chain Lightning or Fire Snake for Spell Perfection.

Silver Crusade

andreww wrote:

I don't believe you can take Spell Perfection more than once.

If making the decision between Flame Sphere and Ball Lightning I would definitely go with Ball Lightning. It pays off later but is much more effective in those later levels as you get 5 separate attacks and can still be Persistent/Dazed.

I don't see anything in Spell Perfection that would prevent me from taking it twice: link. Do you? But I guess I can't take it twice at 15th level, since it isn’t a metamagic feat.

Ball Lightning is pretty great. The magic missile instead would be pretty dumb: I’d still want to Heighten MM to at least 3rd anyway, and it comes off poorly in comparison to 4th-lvl Ball Lightning (with its duration).


The general rule is you cannot take feats more than once. Compare it to Preferred Spell which specifically says you can take it more than once.


Yea, I would not drop the idea of using Ball Lightning in favor of Magis Missile/Fireball.

Its a great Mid Level spell for this build because it allows you to force multiple saves each round for a move action. That's the true strength of it. Fireball? One Save/Target. Ball Lightning/Flaming sphere can force a single target into making 3 saves, failing any one of which is going to tack on a nifty debuff.

I think you're first build will work well enough.

Silver Crusade

andreww wrote:
The general rule is you cannot take feats more than once. Compare it to Preferred Spell which specifically says you can take it more than once.

Huh. You know, I've read so many of the you can take this spell more than once. its effects don't stack tags over the years that I never really thought about them. You're probably right.

Do you have a rules source for the general rule? It makes sense and I wouldn't be surprised if it were true, but (of course, since it makes the build less fun!) I'd be more comfortable if I could see it in a book. A quick glance at the beginning of the Feats chapter came up with nothing.

What does everyone else think? Can I take Spell Perfection more than once?

Silver Crusade

Alright folks, the campaign's starting up tomorrow night. Here's my current plan. I'm pretty happy with it. Any last-minute comments, suggestions, or objections?

Human Admixture Wizard
Str 7 Dex 14 Con 14 Int 20 Wis 11 Cha 7; all increases to Int

Specialty School: Evocation (Admixture)
Opposition Schools: Enchantment, Necromancy
Arcane Bond: Familiar (Greensting Scorpion)

Traits: Wayang Spellhunter (Flaming Sphere), Magical Lineage (Ball Lightning)

Feats
01 Improved Initiative
01 Toughness [Human Bonus Feat]
01 Spell Focus (Evocation) [Wizard Bonus Feat]
03 Rime Spell
05 Preferred Spell (Flaming Sphere)
05 Heighten Spell [Wizard Bonus Feat]
07 Dazing Spell
09 Greater Spell Focus (Evocation)
10 Quicken Spell [Wizard Bonus Feat]
11 Preferred Spell (Ball Lightning)
13 Spell Penetration
15 Spell Perfection (Ball Lightning)
15 Persistent Spell [Wizard Bonus Feat]


Grab resilient sphere when you can. Actually all the sphere spells would make for a fun build, but resilient sphere does a few good things for you.

1) It works vs. incorporeals. That's a weakness for this build.

2) It can protect you as well. Hang out inside, and direct your flaming spheres with impunity.


Spell Specialization on Ball Lightning will let you have it out for 2 more rounds, adding +6d6 damage to whatever you are hitting it with. At lvl 9 you can have it out for 11 rounds for a total of 33d6 assuming you hit the thing with it. Paragon of Speed > Spellhunter imo, But then again you are focusing on a lvl 4 spell that you won't have until level 7. How important is toughness to you? Elemental Focus gives you higher DCs and Fast study makes you better at utilities. I would just hate to see you feel like you wasted a feat on toughness, especially since you already have a 14 CON which means you already have a higher HP count than an elf build of the same point buy. Love the school choices, but giving up focus on one of those spells lets you gain a lot more ground with the other one.

Doing the math, by the time you hit lvl 9 (when you get ball lightning) and choosing not to take toughness, you can prepare it with rime spell on it, and admix it to [cold] for 33d6 per ball over the course of 11 rounds. Instead of Toughness and Preferred Spell (Flaming Sphere) you can have Elemental Focus and Greater Elemental Focus (Cold) and have a total of +4 to the DCs of your Rime Ball Lightning which they will have to make a saving throw against every turn (meaning you need to max out those DCs because if they make the save you are screwed). IMO you can put off Heighten Spell, that way you don't have to use higher spell slots to get the same DCs you would be getting with Elemental Focus, and you can take Dazing at lvl 5 as your bonus, freeing up that feat at lvl 7 for Greater Spell Focus, and take Spell Specialization (Ball Lightning) at lvl 9. Unlike Spells with instantaneous duration like fireball, Spell Specialization will always be good on duration spells, especially at lvl 15 when you get 4 extra rounds instead of 2 thanks to Spell Perfection. That's an extra 12d6 of damage per ball of lightning, and a +8 to its DC if you make it cold. You can Also Quicken it and put Rime on it for free and cast it spontaneously.

That's just how I would do it, if I were to focus on Ball Lightning.
Dazing Spell is one I would not prepare on Ball Lightning unless you want to throw it on there spontaneously with preferred spell against the BBEG. One, if they make the save, then you wasted it because they take no damage. Two, That much higher of a spell slot is not worth targetting only 1 or 2 enemies, I would rather have an area effect that hit all the enemies of a certain group. This is also why you want to max out initiative so that you can throw your area spells out there first before your team is in there.

Silver Crusade

Resilient Sphere. I hadn't noticed that spell. Brilliant! Thanks for the tip, AV163576!

Thanks for the detailed feedback, MM! I'll think it over this evening. For now, I'll just note that Heighten Spell is a prerequisite for Preferred Spell, which is why I'm picking it up at level 5.


Joe M. wrote:

Resilient Sphere. I hadn't noticed that spell. Brilliant! Thanks for the tip, AV163576!

Thanks for the detailed feedback, MM! I'll think it over this evening. For now, I'll just note that Heighten Spell is a prerequisite for Preferred Spell, which is why I'm picking it up at level 5.

Greater Spell Specialization says sup.


Hi. burning gaze can be used by your familiar. action economy solved.

ta~da!

Silver Crusade

master_marshmallow wrote:
Joe M. wrote:

Resilient Sphere. I hadn't noticed that spell. Brilliant! Thanks for the tip, AV163576!

Thanks for the detailed feedback, MM! I'll think it over this evening. For now, I'll just note that Heighten Spell is a prerequisite for Preferred Spell, which is why I'm picking it up at level 5.

Greater Spell Specialization says sup.

Yup. This came up upthread, so I'll quote what I said there:

Joe M. wrote:
Not interested in Spell Specialization. I'd rather have Preferred Spell. (i) I'm not interested in damage dice; (ii) I don't want to spend the extra feats (wouldn't want to drop Heighten Spell, since it can increase the rounds of daze / entangle; need two feats instead of one to cast spontaneously via Spell Specialization); (iii) Greater Spell Specialization requires a full round cast to apply Metamagic, but Preferred Spell doesn't increase the casting time; (iv) the previous reasons decide it and I don't want this threat to be a rules thread, but there is a rules worry too—Greater Spell Specialization states that "you may add a metamagic feat to the spell", which could be argued that you can apply one-and-only-one (I probably would rule that you can apply as many as you like, but it's a concern).

I'm not as opposed to Spell Specialization than I was when I wrote that, but they're still reasons that have to be weighed in the balance. The +2 CL sure is tempting, both at early levels and (as you pointed out) at later levels with Spell Perfection (+4 CL! No problems with SR, that's for sure); plus, the ability to swap the Specialized spell would make the ramp-up a lot easier.

So I'd get Spell Specialization + Greater Spell Specialization in place of Preferred Spell (Flaming Sphere) + Preferred Spell (Ball Lightning), and start Specialization on burning hands, then go flaming sphere, then go ball lightning.

So maybe on balance Spell Specialization will win. I'm on the fence right now.

ohako wrote:

Hi. burning gaze can be used by your familiar. action economy solved.

ta~da!

Yup. It's a great trick and one I will definitely be using! Thanks for the reminder.


The full round spontaneity won't matter once you start quickening things. You can still take heighten spell, but I would rather apply different metamagics to things when I get Spell Perfection going (namely quicken). Again, I feel the different spell focus feats are better because you don't need to apply heighten spell to it to get the higher DCs and you don't have to waste your higher level spell slots.

Silver Crusade

Ok, MM, I’ve had some time to think over the question of Spell Specialization v. Preferred Spell, and your other suggestions. Here are my thoughts; a revised build is included below.

master_marshmallow wrote:
Dazing Spell is one I would not prepare on Ball Lightning unless you want to throw it on there spontaneously with preferred spell against the BBEG.

Yup. That’s one reason I like Preferred Spell so much: no need to worry about preparing the right metamagics. But I’m not sold on the reasons you offer against Dazing Ball Lightning here. Let me take them one at a time.

master_marshmallow wrote:
One, if they make the save, then you wasted it because they take no damage.

How is it “wasted” if they make their save? Just throw the ball back at them the next round and make them save again. They’re going to fail at least once—and as soon as they do, they’re dazed (effectively out of combat) for 4 rounds. That’s huge!

(I’ll also add that damage is not a priority for me with this build. Damage is great, but the main point of the build is battlefield control. So when I look at pros and cons I’m looking at damage only secondarily.)

master_marshmallow wrote:
Two, That much higher of a spell slot is not worth targetting only 1 or 2 enemies, I would rather have an area effect that hit all the enemies of a certain group.

I’ll have 2 balls of lightning at 7th level, 3 at 11th, 4 at 15th, 5 at 19th. And the balls last 1 round/level. I wouldn’t call that “targeting only 1 or 2 enemies”! I only need each enemy to fail their save once to knock them out of combat (via Dazing Spell) or smack them with a bunch of fun penalties (via Rime Spell) for 4 rounds (an eternity in combat-time). As soon as an enemy fails a save, I’m moving that ball onto whichever baddie hasn’t been afflicted yet. (Damage is low-priority.) Then, if I’ve got all the baddies, I can swing the balls back around and maintain the affliction for even longer (or just sit and deal damage).

I agree that the +3 levels to the spell slot is a pretty hefty penalty for Dazing Spell, but I don’t hesitate at all to make that trade for rounds in which the enemies can’t act (especially since the traits will knock it down to +2 levels). Why are you so reluctant about that? I’m not seeing it. [ADDED: Oh, I see it. See below.]

master_marshmallow wrote:
Paragon of Speed > Spellhunter imo, But then again you are focusing on a lvl 4 spell that you won't have until level 7.

Sure, high initiative’s great. But I’ve already got a +10 (+2 Dex, +4 Improved Initiative, +4 Greensting Scorpion familiar). And, yes, getting a lower-level spell into play will make a difference until I have the spell slots to support a metamagic-ed Ball Lightning.

master_marshmallow wrote:
Love the school choices, but giving up focus on one of those spells lets you gain a lot more ground with the other one.

Yep.

master_marshmallow wrote:
How important is toughness to you? Elemental Focus gives you higher DCs and Fast study makes you better at utilities. I would just hate to see you feel like you wasted a feat on toughness, especially since you already have a 14 CON which means you already have a higher HP count than an elf build of the same point buy.

You’re right. I picked up Toughness almost automatically. But I do have pretty good hp already, and Elemental Focus or Fast Study are both very tempting alternatives. Thanks for the suggestion.

*****

Oh! I see the problem with Dazing Spell that you were getting at. It’s this (poorly worded!) limitation from Spell Perfection:

Spell Perfection wrote:
… you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level

So even though you get the metamagic for free, the total “effective spell slot level” can’t be higher than 9. So no Quickened Dazing Ball Lightning, since it would have an effective spell slot level of 10 [= 4 Ball Lightning -1 Magical Lineage +4 Quicken +3 Dazing], even though (with the Quicken free) I’d only need a 6th level slot to cast it.

*****

On balance, I’m going with Preferred Spell. The +2/+4 CL to level-variable effects with Spell Specialization is tempting: extra rounds of ball lightning, an extra ball at 15th level. But I prefer the flexibility of Preferred Spell. Spell Specialization has two immovable problems: full-round cast and only one metamagic feat applied spontaneously. Spell Perfection adds another, but you’re still looking at: full-round spontaneous cast with one free metamagic + one not-free; swift spontaneous cast + one not-free metamagic; prepared with whatever metamagic + one free metamagic on casting. I’ll take the flexibility of Preferred Spell: any number of metamagic feats (that I can pay for) spontaneously, with no increase in casting time.

*****

Adjusted to drop Toughness, that leaves me with a feat progression looking like this.

01 Improved Initiative
01 Spell Focus (Evocation) [Wizard Bonus Feat]
01 Greater Spell Focus (Evocation) [Human Bonus Feat]
03 Rime Spell
05 Heighten Spell [Wizard Bonus Feat]
05 Preferred Spell (Flaming Sphere)
07 Dazing Spell
09 Elemental Focus (Cold) or Fast Study
10 Quicken Spell [Wizard Bonus Feat]
11 Preferred Spell (Ball Lightning)
13 Spell Penetration
15 Persistent Spell [Wizard Bonus Feat]
15 Spell Perfection (Ball Lightning)

Spoiler:
For reference, here’s how I’d build it with Spell Specialization. Maybe this (or something like it) looks better to you. I think I'm just attached to the flexibility of spontaneous casting.

Traits: Magical Lineage (Ball Lightning), Reactionary

01 Improved Initiative
01 Spell Focus (Evocation) [Wizard Bonus Feat]
01 Spell Specialization (Burning Hands)
03 Rime Spell
04 swap Specialization to Flaming Sphere
05 Greater Spell Focus (Evocation)
05 Dazing Spell [Wizard Bonus Feat]
07 Elemental Focus (Cold)
08 swap Specialization to Ball Lightning
09 Greater Elemental Focus (Cold)
10 Quicken Spell [Wizard Bonus Feat]
11 Greater Spell Specialization
13 Spell Penetration
15 Persistent Spell [Wizard Bonus Feat]
15 Spell Perfection (Ball Lightning)


I made a similar build based around fireball a while back.

The "God" Fireball Wizard

I'm playing that build now, and it's a lot of fun. Really love the flexibility of sacrificing prepared and unprepared slots for the perfect fireball.

Silver Crusade

The Chort wrote:

I made a similar build based around fireball a while back.

The "God" Fireball Wizard

I'm playing that build now, and it's a lot of fun. Really love the flexibility of sacrificing prepared and unprepared slots for the perfect fireball.

Looks good! I'll have to read through the discussion. :-)


The Chort wrote:

I made a similar build based around fireball a while back.

The "God" Fireball Wizard

I'm playing that build now, and it's a lot of fun. Really love the flexibility of sacrificing prepared and unprepared slots for the perfect fireball.

Looks almost exactly like mine, except I went Specialization instead of Preferred.

Silver Crusade

Why does your wizard get a bonus feat at level 1? I don't see that anywhere on the wizard info on the PRD.

I'm interested in using a variation of this build for my PFS arcane caster character now.

Edit: I see where the wizard bonus feat came from. Your GM called for PFS rules, so that means no crafting so you get spell focus instead of scribe scroll.

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