Suggestion for a lvl 3 sorcerer spell


Advice


Basically like the title states, I'm I'm need of suggestions for lvl 3 sorcerer spells. I haven't got any yet and I'm thinking of taking fireball.


If it's your first 3rd evel spell, I think there are three nice choices.

Haste if your group has at least 3 melee guys.
Summon Monster III for versatility.
Fireball as a solid blast. Works best when you have high initiative so you can blast before everyone is too close together.

Don't forget that you can use your 3rd level slots to cast 1st and 2nd level spells, too. Gives you more versatility and you aren't locked into casting the same spell 4 times per day.


Sound like solid choices. I didn't know you could use those slots for lower level spells. So one slot is one lvl 1 or 2 or is it one slot is one lvl 1 and 2?

Also does it work vice versa? So sacrificing a lvl 1 and 2 slot for a lvl 3 spell?


If you run out of low level slots you can use the higher level slots instead - a level 1 or 2 in this case, not both. And no, it doesn't work in reverse.

Seconding Haste whether or not you have a martial-heavy group. The extra movement is handy at least, a lifesaver at best.


Haste is an excellent third level spell if you have a couple of people who kill things with pointy stuff. It is pretty much the best buff around at this level. However, if you want something more offensive I would look at:

1. Slow, its a will based save or suck which individually targets lots of enemies. Limiting people to a standard or a move is very powerful and gets more so the most powerful the opposition is as they tend to lose more by losing the full attack action.

2. Stinking Cloud is a large area hideously disabling save or suck. Nauseated is a disgustingly powerful condition and if they fail their save they will be suffering it for multiple rounds. You can also force people back into the cloud to compel further saves if they escape. A bull rush from a party member or hydraulic push. It is a fog effect so it is also excellent for cutting off line of sight. It also ignores SR although as a poison effect some enemies will be immune.

3. Aqueous Orb is another horribly effective save or suck and it also targets reflex which is less commonly resisted than fortitude. It is smaller than stinking cloud but it can be moved and is an excellent way to render melee enemies basically useless until you are ready to deal with them. It also ignores SR.

Fireball is OK if damage is your thing but you are only looking at 6d6 damage for an average of 21 before accounting for saves. CR6 enemies have on average 70HP so you are barely scratching them. I wouldn't touch Fireball until later levels unless I thought my GM was obsessed by swarms. Fire is also the most commonly resisted element.

I would avoid Monster Summoning III. Sorcerers do not make great summoners as you are a spell level behind at odd levels and you have no way to reduce the casting time from 1 round which is potentially crippling.


I like Suggestion.

Liberty's Edge

Ultimate Magic has some great suggestions in their "Creating Spells" section. Basically, it gives you "bookmarks" which are the strongest spells in that level.
For level three, these are (I'm only quoting the spells, not the descriptions/ reasons why):
Dispel Magic: This is pretty good if you wanna mess with enemy spell casters.
Fireball: Seriously, this is a GREAT blasting spell.
Fly: Allows you to FLY!!! That's awesome.
Suggestion: It might not seem like much, but your limitation is "reasonable actions." Now that's pretty good. ;)


There are so many good third lvl spells. In addition to above, I like: fly, invisibility sphere, mad monkeys, gaseous form, ray of exhaustion, phantom steed and resist energy (communal).

Edit: and don't forget dispel magic and lightning bolt (like ive said. So many good spells)


TrollingJoker wrote:

... I didn't know you could use those slots for lower level spells. So one slot is one lvl 1 or 2 or is it one slot is one lvl 1 and 2?

Also does it work vice versa? So sacrificing a lvl 1 and 2 slot for a lvl 3 spell?

You can cast a 1st level spell with the 3rd level slot, but there is nothing left over to use for any other spell. And no, you can not use up a bunch of lower level slots to cast a higher level spell.

----------------------------------------------------------------

Even if your charisma and/or DC's aren't that high:

Haste is a serious contender for best 3rd level spell. My 9th level sorcerer still uses that first in almost every single fight. It is especially nice if you have a bunch of weapon using allies.

I like summon monster 3, especially if you can communicate with the things you summon. My sorcerer knows celestial (he will soon learn the evil languages) and all 4 elemental languages. He has also purchased a wand of speack with animals and has a high enough UMD to use it reliably. If you can think sideways you can often find some amazing uses for summoned creatures if you can talk to them.

I really don't use them that much for combat. Except when there is something our entire group is having a hard time hurting. Then I go invisible and continuously summon lantern archons. If the bad thing is swating your archons, it is not hitting your fellows. If it ignores the archons, pretty soon you have a bunch of things that almost always hit and ignore DR. Can quickly get to about 6d6 or more each round.

Ever read the the Dresden book where Harry has to fight the Summer Lady? In my mind, it's a lot like that fight.

If you have a high charisma and/or DC's:

Suggestion can be loads of fun. But it kinda depends on the campaign, GM, and group for whether or not you get much chance to use it.

Chain of Perdition, Hostile Levitation, Mad Monkeys, and rain of frogs are personal favorites. Loads of fun to screw with the bad guys. Though I am not sure if any should be the choice for the first level 3 spell.

Fireball might be good. Does your group not have a lot of damage dealers? Are there often a bunch of mooks that need clearing so your allies can get to the big guys? Do you not have anything else to affect multiple enemies? If the answer to any of these is yes, seriously consider Fireball. If the answer to all of them is no, I probably wouldn't take it.

Stinking cloud can be good. But if your allies all want to charge to melee range, they may get angry that you have blocked them.

Many love Spiked Pit. I have been finding it interferes with ally movement almost as much as enemy movement. Plus almost half of my recent enemies (at least the seriously dangerous ones) have been too big to fit in the pit.


Stinking Cloud is where it's at. Large area. Limits those failing their save in it to move actions and additional rounds after. Hits fortitude, so usually decent against casters; but can hit so many that you're very likely to cut down on some of the opponents threatening your party. Cuts off line of sight for anyone in it so either forces casters or ranged attackers to come out of the cloud towards your melee partners waiting on the edge of the cloud or behind the cloud where they can do nothing even if they make their saves. Pound for pound one of the finest battlefield control spells available at its given level.


Thanks for all the suggestions :).
I'm thinking of having haste now. Also, with suggestion I can basically talk a shopkeeper into giving me a rare item for far less or even free. Though this is probably depending on the GM.


Out of the ones I've been able to use in game and experience thus far as a wizard, my top 2 personally are:

Fly - This has saved my bacon quite often. At least it has up till now (only just got to lv. 6). If you're facing solely melee opponent(s) (such as trolls, shambling mounds, worgen, werewolves, skeletons, etc...) it's basically a get out of pain free card. Until your DM gets tired of it and sends a swarm of bats or something i guess. That hasn't happened yet though.

Haste - Unless I choose to Fly right away or have a better plan to help the party or destroy things, this is my go to. I have a two weapon fighter ranger and an archer fighter. The archer fighter is especially happy to make use of the benefits given.

-------------------------------------------------------
Spells I have but haven't gotten much use out of yet.

Wind wall - Saved me and the ranger once against a swarm of bats. Can be indispensable if one faces a group of archers. Otherwise, it's one of my few school spells... so I got it.

Dispel Magic - Just received it, so haven't had a chance to use it. From all that I've read in forums though, you'll definitely want this eventually.

Tongues (tentative) - Just got this spell too, however due to something that I've just read, it may get switched out for something like those mentioned above (i.e. stinking cloud, slow, summon monster III) but I'm also looking deeply into Clairvoyance / Clairaudience as knowing things can be useful.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Suggestion for a lvl 3 sorcerer spell All Messageboards

Want to post a reply? Sign in.