Thalandor |
Hi there!
I leveled 6 with my party the other day and I need to choose a new 3rd level spell..and I don't really know which one should I choose, so I come in search for advice!
Our party:
Warpriest(tank, temporal character, substitute for a magus tank)
Dervish dancer(damage dealer with a serious bad luck dice problem)
Sandman (focused on illusion spells and can find traps)
Witch (me,just trying to survive and made the others survive)
I know it's not a balanced group, but we don't care(unfortunately for our dm..)
Hexes:
Ward (yeah, now I know it's a bad choice...)
Flight
Evil Eye
Slumber
Patron:
Shadow
Spells:
3rd level
Summon monster 3
Stinking cloud
Deeper darkness(patron spell)
Unluck (d&d 3.5 spell, I have the spontaneous divination feat, house ruled)
?
2n level:
Glitterdust
Summon monster 2
Darkness
Detect thoughts
Cure moderate wounds
1rst level
Burning hands
Benign transposition (another house rule, one of the greatest spells ever)
Mage armor
Summon monster 1
Ear piercing scream
A bunch of other divination spells
So.....any recomendation? I was thinking of air geyser..seems a great spell with reflex save, but I'm not sure.
Thanks!
Thalandor |
Edited the first post with my patron (shadow)
Thorny entanglement: It's one of my options...but if the dungeon lacks vegetation then....:(
Fly: an interesting option just because I highly doubt the other ones care about flying enemies (the sandman barely does any damage so I don't think he thinks about that, the dervish dancer has a lot of mobility...but in air? I have no idea, I should ask her)
Lightning bolt: Is really worth of it? a long line of 5 feet just for an average 18 points of damage at level 6? Fireball would be more interesting but it's not an option..and haste I'm sure the dervish dancer is going to take it.
Need to think a little bit...thanks! :)