Help me pick level 4 spells! (wizard)


Advice


I play an elf wizard (teleportation specialist). We've just hit level 8. I have two level 4 spells currently: Summon Monster IV and Black Tentacles.

I'm having trouble picking spells because there are, quite frankly, quite a lot of them. It will take a while until I can buy spells in game. We're out in the wilderness. :O

I'm not allowed to pick spells from anything besides the core rulebook and the APG.

The spells I'm considering at the moment: (illusion and necromancy are opposition schools)

Dimension Door
Resilient Sphere
Acid Pit
Ball Lightning
Globe of Invulnerability, Lesser
Detect Scrying (i suspect we're being scryed upon)
Enlarge Person, Mass
Enchant Monster
Confusion


Resilient Sphere is a good one. Reflex save bottling (most heavy control spells are Fort/Will). Confusion is probably better, since it affects more opponents.

What is Enchant Monster, did you mean Charm Monster?


Confusion.


Kimera757: Oh yes I meant Charm Monster. I don't know what I was thinking when I typed that :P

That seems to be two votes for confusion!


I find many relfex spells for control. Grease, cretae pit aqueuos orb.

I see blindess/deafness as the only fort save for control


I just realized I might have to back on confusion probably. There's a very high risk of undead in the next 5 sessions or so.


then boneshatter


Dim. Door is very important, normally, but your Teleportation specialty should help with that.

I'd probably go Wall of Fire and Charm Monster.


Resilient sphere is a bit similar to black tentacles and acid pit, as it occupies an opponent for a while.

It's also a defense, which is handy, and that gives it the edge, in my mind.

It's particularly good with dim door, so's you can move in and out of it.

Don't forget your meta-magic options. Silent dispel magic, or extended haste are also 4th level spells.


Gerald wrote:

Dim. Door is very important, normally, but your Teleportation specialty should help with that.

I'd probably go Wall of Fire and Charm Monster.

I'll point out that Wall of Fire causes double damage to undead.

Sovereign Court

Acid Pit is definitely nice since it can just straight-up kill things with low climb checks, but if you have Spiked Pit you probably can wait until you get back to town. It also destroys loot, which isn't good.

Confusion is definitely very nice. Resilient Sphere is nice in that it can be used offensively or defensively, though check with your DM about what spells can be cast through it. Trapping someone inside one with a swarm is fun.

I quite like Wall of Ice as a battlefield control at this level. Too bad about your opposition schools; Greater Invis and Enervation are both fantastic. You could also get Calcific Touch, one of my all-time favorite touch spells. (1 touch per level, 1d4 dex on a touch (no save), fort save or be slowed 1 round. Gets harder and harder to dodge touch attacks as dex gets lower. Turned to stone when dex hits 0.)

Shadow Lodge

I built a "blockbuster" wizard (normally Evocation/Admixture) on a Conjuration/Teleportation chassis; and IMO it's been a great trade-off (i.e., never having to worry about getting stuck in grapples, shackles, monster tummies, etc).

My 4th level slots at
* Spiked Pit
* Empowered Fireball (requires Magical Lineage trait)
* Resilient Sphere (or sometimes a 2nd EmpFB)

(The last one is to protect dropped allies in a healing-poor party.)

RPG Superstar 2015 Top 8

Even as a teleportation specialist, d-door is nice because it lets you take other people with you, and you can travel a long distance.

Note that it is likely that you will have 4 slots at 8th level, and most likely you'll have a couple of summon monster IV spells, and 2 other spells like black tentacles and, say, wall of fire. You want d-door in your spell book not because you will take it every day, but because it can provide a solution to a problem that can be solved after resting and regaining your spells.

D-door can get your whole part onto a tower, back into a dungeon that you had to fight your way out of, or, taken twice, into and out of a secret treasure chamber (whose precise location as been determined by a stolen map/seduced guard/tortured minion).

So I vote for d-door, and either wall of fire, or wall of ice.


Thanks for your replies guys. This will be my list:

Levelup Spells:
*Dimension Door
*Resilient Sphere

Purchased Spells:
*Confusion
*Fire Wall


good picks

I'm also a fan of calcific touch, but only if you can get reach.


calicific touch for your invisible fairy dragon doing a flat footed touch from above.


Confusion and Acid Pit make a pretty good combo.


I've been having lots of fun with Dimension Door: I use it for a fast escape, or to reposition a couple melee friends on the battlefield. Good times.

Wall of fire is good for undead (gets a bonus) and makes for excellent and dramatic battlefield control.

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