| Peter Montgomery |
I AM a new player finally up
to 5 th lvl
wizard and I would appreciate some help picking lvl 3 spells
I am a conjourer with augment summon feat
so summon monster 3 was a no brainer
as was haste and dispel magic
my group is big 4-6 show up most of the time
our tank is a half Orc ranger and we have a
monk rogue cleric and a bard
since the ranger is not the ideal tank class we all try to buff him alot
with enlarge person and bull strength false life etc
the bard and I team up for crowd control spells
what other lvl three spells get alot of mileage or are just too good to pass up
thanks
| grasshopper_ea |
I AM a new player finally up
to 5 th lvl
wizard and I would appreciate some help picking lvl 3 spellsI am a conjourer with augment summon feat
so summon monster 3 was a no braineras was haste and dispel magic
my group is big 4-6 show up most of the time
our tank is a half Orc ranger and we have a
monk rogue cleric and a bardsince the ranger is not the ideal tank class we all try to buff him alot
with enlarge person and bull strength false life etcthe bard and I team up for crowd control spells
what other lvl three spells get alot of mileage or are just too good to pass up
thanks
False life is self only but I won't tell your GM
3rd level has awesome spell selection in my book. Stinking cloud can be fun. Haste is a no brainer. If you don't want to burn up a lot of spells per fight just go with haste, maybe get a wand of ray of exhaustion or some scrolls for big nasties, but you'll want to be able to do it twice in a row, so it's not as good as some other options. sounds like you have it covered.
| Ainslan |
Despite everything that goes against it (maxed at 10 dmg dice, more hp for ennemies, evasion, fire ressitance, etc) Fireball is still a classic. You should'nt fill your slots with it of course, not even learning one all the time, but it still should be in your book. No matter the level, it's still a great clearout option for mook groups.
| meatrace |
Haste is spectacular, and Slow is nearly as good dispite save and SR both applying, both together can make a swarm of enemies trivial.
Stinking Cloud is like slow for enemies with good Will save.
Dispel magic is almost a necessity.
Shrink Item is a great utility spell.
Wind Wall is something I wouldn't necessarily take right away, but at later levels when you can fly it will almost eliminate the threat of physical damage against you.
Heroism is a powerful single-target buff for its level.
| meatrace |
meatrace wrote:
Wind Wall is something I wouldn't necessarily take right away, but at later levels when you can fly it will almost eliminate the threat of physical damage against you.
True that, most wizards can't fly til level 5
Sorry meatrace couldn't resist :)
What I mean by that is that Fly isn't something a wizard is going to cast on himself every combat. However at level 9 when he gets Overland Flight (with the help of a Metamagic Rod-Extend) he'll be flying at 40ft movement all day long. Flying up 30 feet and throwing up wind wall (or haste) is a pretty standard first round action for wizards :)
| Dosgamer |
Since you're a new player, I will just offer up this nugget of advice. Don't get stuck in thinking like you're playing an mmo. You don't need a "tank" in pen and paper games. Use your spells to give your group a tactical advantage or eliminate enemies. Don't assume that all of the bad guys will be focused on your ranger. Chances are they won't.
Pick your spells according to what sounds neat, and then look for opportunities to make use of them. As others have said, you have several of the good ones already. I am a fan of lightning bolt and fireball myself (oldies but goodies, although weaker at higher levels), but there are lots of good ones to choose from. Enjoy!
TheOrangeOne
|
Wow, a Ranger Tank... Anyways Heroism is freaking sweet. Haste, yes, is a no brainer. Fireball is okay but it is only an opener spell as in hey we are being attacked by an obviously evil threat, pew pew fireball yay! I would go Lightning Bolt over Fireball, just because you will be able to use it more often.
so..
Haste
Summon Monster
Lightning bolt
Heroism
Dispel Magic <-- a must.
Fly is always nice utility.
Keep in mind your a wizard, you can learn all the level 3 spells :).
| moon glum RPG Superstar 2015 Top 8 |
Since you have at least spell focus (conjuration), if not also greater spell focus (conjuration), stinking cloud is something you should definitely consider. It is also a good spell in cities, because it doesn't cause permanent damage to objects or kill anyone.
Fly is a great spell to make a scroll or two of, so you should definitely acquire it in your spell book.
Suggestion can be very useful. One failed save to a suggestion can end many encounters. It can also be used for interrogation purposes.
Major Image is fun and quite flexible, but its utility often depends on the DM. If the DM accurately roleplays what an opponent would if a red dragon stepped out from the a fog cloud, then its a good spell.
cp
|
Despite everything that goes against it (maxed at 10 dmg dice, more hp for ennemies, evasion, fire ressitance, etc) Fireball is still a classic. You should'nt fill your slots with it of course, not even learning one all the time, but it still should be in your book. No matter the level, it's still a great clearout option for mook groups.
You need fireball - not for mooks, but for swarms.
Finally, as for the rest, a lot depends on your play style, feats and campaign.In a 'poor' campaign, heighten spell, or extend are two very good choices, as you can upgrade first levels spells and make them relevent. For example, a third level charm person, or extended mage armor.
M P 433
|
Not sure what your restricted schools are, so these are just my favs (going on what you're going to use the most). I go off the premise of wizards being "game-changers"; each of these spells can be:
Sleet Storm (no save, huge range, shuts down any target based casting and ranged attacks, also great for putting out fires)
Stinking Cloud (repeat save each round in cloud or be incapacited rocks, also great for covering your own embarrassing gas)
Gaseous Form (multiple uses, including getting into hard-to-reach places, avoiding various dangers, and impressing vampires)
Slow (will save is awesome against melee types with multiple attacks, totally shuts them down if failed, anything with flyby type attacks or that charges. Turns a diverse enemy into a one-trick one action pony)
Bomanz
|
Protection from energy: at 5th lvl, the ability to just say "no, sorry Mr. Blue Dragon, ur lightningbolt breath is just not going to whup on my tank today" for 60 damage is pretty freaking uber.
Phantom Steed: I am all for utility and surprising things...having a horse appear for 5 hours (1 hr per lvl) and be able to drag stuff around for you (can drag ur weight plus 10lbs/lvl), animals will not attack it and shun it (rat swarm in the bottom of a cave/dungeon you are fighting? send the phantom steed, they will flee from it) This is a surprising one. At lvl 10 or whatever when it can walk on water? Too cool.
Tongues: More utility. What is yon beastie talking about? Cast this, and know whether or not you and your party is about to be toast. Mix with some skills, and watch as your enemies are confused by a voice from their ranks telling them to cease and desist (stuff like that).
Tiny Hut: More utility. In the jungle, whats that? Bad storm? Hut. No more tent. Combine with unseen servant, and you got a house and a butler at your whim. Weather always perfect in the tiny hut. Make it green to mirror the foilage, and hide in plain sight from some of the more dumb creatures. You can see out of it, they cannot see in. Rangers and all arrow people like the idea of being behind total concealment while the enemy isnt. Arrows pass right through, so you can shoot out of it.
Flame Arrow: Buff up your bow dude with some extra d6 damage on all attacks he makes. 'Nuff said.
Vampiric Touch: If you are combat oriented, great. If not, don't take.
These, and most of the others that people have mentioned. All have merit, to me, its far more about how you use your spells and how you get around limitations. Plus, I like the "cool" factor.
0gre
|
I AM a new player finally up
to 5 th lvl
wizard and I would appreciate some help picking lvl 3 spellsI am a conjourer with augment summon feat
so summon monster 3 was a no braineras was haste and dispel magic
my group is big 4-6 show up most of the time
our tank is a half Orc ranger and we have a
monk rogue cleric and a bard
The bigger the party, the better buffs like haste are. Your bard gets it also but at a higher level and he will have fewer slots.
Sounds like you have all the best ones covered. Haste, slow, stinking cloud, fly, dispel magic, magic circle against evil...
One of my favorite less commonly used spells is Shrink Item; it's a great spell, maybe not a memorize every day but you can haul tons of stuff with this. Shrink a huge chest filled with treasure down to pocket size. Shrink that 500 pound copper statue and take it with you. This can allow you to haul far more gear than your typical haversack or back of holding. Use your wand of extend spell to keep stuff miniature for 10+ days.
| Maveric28 |
Wizards are by far my favorite class to play, and here are some of the reasons:
Fly: You gotta have fly. Absolutely, positively, must have it. If you are Small sized, it eliminates that pesky speed problem, plus great for seeing what's on the top shelf. But seriously, at 5th level you won't be wasting it on yourself... you'll be casting it on the Ranger or the Monk and sending them up to melee with your flying opponents, or those archers on the catwalk above you. You get the idea.
Sleet Storm: It slows down everyone in the area to a crawl and gives concealment to the area... and it's a BIG area. Plus there is no saving throw, so if you are in the radius of this spell when it goes off, if you are limited to ground movement, you're gonna take several rounds getting out of this. Of course, this is yet another reason to have a Fly spell handy...
Haste: Another must have, but best when you have a bunch of friendly non-casters in your group. If you can only affect some of your party, exclude yourself (and other spellcasters)... you won't get a huge benefit out of the extra speed and you don't need an extra attack.
Slow: Another nice way to handle a group of foes. Haste gives your buddies more attacks, but Slow takes away your foes attacks. Great on those with low Will saves who play too rough, like ogres, giants and trolls. Best part is, it has a big radius and is selective; i.e. it only affects those in the burst that you want to affect.
Stinking Cloud: Obscuring mist usable at range, with a saving throw added for extra fun; just be careful to cast it far enough away that your allies aren't nauseated too. Incidentally, this is the only conjuration spell of this level in the Core rulebook that will take advantage of your Spell Focus:Conjuration feat. (Yes, I'm aware that Sepia Snake Sigil allows a save too, but you weren't really going to waste the ink n' paper on that spell, were you?)
Tiny Hut: Although the original description of this spell was initially intended to make a cozy little space for adventurers to sleep outdoors without worrying about wind, rain or freezing temperatures, this spell is much more useful now. It still functions as a magical tent of "comfort zone" against weather, but also blocks line of sight. Total concealment, like Invisibility only it doesn't go away when you attack. It like a one-way mirror but you can still shoot through it! Best used when you have several ranged attackers in your party, so they can fire through the Hut with impunity while their targets must get close enough to the Hut to get through before they can see you.
Other spells of intense usefulness include Dispel Magic (but you already knew that), Summon Monster 3 (and what kind of conjurer would you be if you didn't have this?), and Phantom Steed (like Expeditious Retreat wherever you have room to ride a Large creature, for extra 40-100 ft movement rate, depending on your level. And it lasts for hours!). Being a wizard is all about being a Boy Scout: Be prepared, because your spellbook is the Swiss army knife for all occasions, whatever the problem, you've got the tool to get the job done. They are innovative thinkers, which is why they need high SAT scores. So think outside the box, and have fun with it!
| Abraham spalding |
Arcane sight is nice -- but better when permanency is available. However if you are about to fight a known spellcaster it has a lot of application.
Clairaudience/Clairvoyance -- Has regular potential and function especially before entering odd places. Makes good scrolls or wands.
Invisibility Sphere -- When you want a party to not need a dozen second level spells this one handles your needs. Probably scroll material but still a good one to have available.
Ray of Exhaustion -- If you succeed they are hosed. If not they are still boned, and another casting definitely hoses them. Great against opponents that haven't gone yet since either way they can't charge.
Blink -- Has multiple good applications, just be mindful of that 20% ASF. Especially good if dealing with ethereal foes.
| Helic |
Phantom Steed: I am all for utility and surprising things...having a horse appear for 5 hours (1 hr per lvl) and be able to drag stuff around for you (can drag ur weight plus 10lbs/lvl), animals will not attack it and shun it (rat swarm in the bottom of a cave/dungeon you are fighting? send the phantom steed, they will flee from it) This is a surprising one. At lvl 10 or whatever when it can walk on water? Too cool.
And eventually it flies. I love this spell to pieces. And it doesn't leave tracks (insubstantial hooves!) or make clip-cloppy noises either.
The water walking is actually the most useful, though. Ride on streams/rivers avoids nearly all encounters (you're too fast even for water monsters, really) and you're not vulnerable to being spotted in the air like fliers.
| Peter Montgomery |
Thanks again for all the awesome advice
I have used your advice on my lvl 1 and 2 spell choices and I keep suprising my GM ( a > 25 year d and d vetern
he keeps say wow , you are a newb and yet you knew to have that spell ready for that problem
I guess he should start using this message board
I will post again next month and ask for help with lvl 4 spells
| Hobbun |
Arcane sight is nice -- but better when permanency is available. However if you are about to fight a known spellcaster it has a lot of application.
I agree, Arcane Sight is very nice. Although I am not a fan of the Permanency spell as it burns XP. Burning the XP wouldn't be so bad, but the way Permanency works is your permanencized spell can still easily be taken down with a Dispel Magic.
Unless the burning of XP has been removed for Permanency for PF, as well. I know they did so in making magic items.
| Abraham spalding |
Abraham spalding wrote:Arcane sight is nice -- but better when permanency is available. However if you are about to fight a known spellcaster it has a lot of application.
I agree, Arcane Sight is very nice. Although I am not a fan of the Permanency spell as it burns XP. Burning the XP wouldn't be so bad, but the way Permanency works is your permanencized spell can still easily be taken down with a Dispel Magic.
Unless the burning of XP has been removed for Permanency for PF, as well. I know they did so in making magic items.
Burning XP is completely gone from the pathfinder system. Now it just costs gold... and while that's expensive in it's own right, it's still cheaper than making a magical item in this case. Also in pathfinder you have to have a caster level higher than the caster level of the permanency spell in order to dispel it. So I would really really suggest spending a penny or two on a caster level 20 scroll of permanency in this case.
| Hobbun |
Also in pathfinder you have to have a caster level higher than the caster level of the permanency spell in order to dispel it. So I would really really suggest spending a penny or two on a caster level 20 scroll of permanency in this case.
I thought you could dispel a spell cast from a higher level caster, it’s just harder to do, unless Permanency works differently?
| meatrace |
Abraham spalding wrote:Also in pathfinder you have to have a caster level higher than the caster level of the permanency spell in order to dispel it. So I would really really suggest spending a penny or two on a caster level 20 scroll of permanency in this case.I thought you could dispel a spell cast from a higher level caster, it’s just harder to do, unless Permanency works differently?
Yeah Perm works differently. It says that it can ONLY be dispelled by a caster of higher level than you were when you cast it. And yeah only costs gold. Almost everything on the self permanency list is very worth it.
| Hobbun |
Wow, ok then yes, I completely agree with you. Permanency just became worthwhile in PF. Thanks Paizo!
Now if you do have a caster level 20 for the permanencies you decide to get (which I don’t know why you wouldn’t pay the extra gold to do so), can I assume the Dispel Magic check work like normal if a 20th level caster is attempting to dispel your permanencized spell(s)?
| meatrace |
Wow, ok then yes, I completely agree with you. Permanency just became worthwhile in PF. Thanks Paizo!
Now if you do have a caster level 20 for the permanencies you decide to get (which I don’t know why you wouldn’t pay the extra gold to do so), can I assume the Dispel Magic check work like normal if a 20th level caster is attempting to dispel your permanencized spell(s)?
Sounds right.
| meatrace |
The problem with Permanence is by the time you get to that level one shot with Mage's Disjunction can permanently strip you of some expensive buffs.
Well obviously I can't speak for everyone in this regard, but we have a tradition in my gaming group. The DM won't pull out certain spells until the players do. Disjunction is one of them, because it is way worse to hose a party with something like that at high levels than it is for an NPC to get hit. Also Wish, once we start wishing for crazy things the cat is out of the bag and the DM will too with his villains.
0gre
|
0gre wrote:The problem with Permanence is by the time you get to that level one shot with Mage's Disjunction can permanently strip you of some expensive buffs.Well obviously I can't speak for everyone in this regard, but we have a tradition in my gaming group. The DM won't pull out certain spells until the players do. Disjunction is one of them, because it is way worse to hose a party with something like that at high levels than it is for an NPC to get hit. Also Wish, once we start wishing for crazy things the cat is out of the bag and the DM will too with his villains.
Disjunction is no longer nearly as bad as it used to be, the 3.5 version I would avoid like the plague but the Pathfinder version is quite decent. Even without disjunction a higher level caster can still snipe your permanent spells with dispel or greater dispel.
0gre
|
while those are valid concerns I would point out each round he is dispelling he's not doing something of serious damage.
Eh... if your wizard has multiple defenses up it's entirely possible he will get hit with a greater dispel so the enemies allies can put some hurt down on him. Hitting a character that has a lot of buffs with a greater dispel can be a pretty nasty bit. It depends on who the enemy caster's allies are. Stripping your mirror images, stoneskin, and blur can easily do more damage when his archer allies blast you than any other single spell can the permanent arcane sight going down is incidental.
I'm not trashing the idea, just pointing out a potential downside. In particular I like the idea of paying for a higher level caster or buying a scroll when you are 6-9th level.
| Abraham spalding |
Yeah my main thought is to get use out of it from levels 6~15 without much fear -- that's a lot of mileage to get out of a scroll. While the opposing caster could dispel with greater dispel, that fear remains no matter how the spells go up and the permanency is cheaper in many cases than magical items.
That said for exceptionally long term games making special magical items might be the better choice.
| Peter Montgomery |
Ok here are my choices
with my intelligence and school slot I get to know 5 and prepare 3 a day
at lvl 6 I get to know 3 more and prepare 1 more
I forgot to mention my forbidden schools are divination evocation
I figure evoc is all about the damage but I figure with my augmented summoning feat plus conjure school bonus means monster will out damage any single evoc spell over the 8 rounds they last while providing some crowd control since they mustd
deal with the beasty in their face
I hated to pick divination but ya gotta choose something, grrrrrrr
so in addition to SM 3
haste
dispel magic
stinking cloud
sleet storm as both of these are great crowd control/ panic buttons
and both conjour for the bonus duration
does my spell focus conjour make them more effective too?
now at lvl 6 I get 3 moreyou all gave me great ideas
I am thinking fly, phantom steed, and invisibity sphere
and as I earn more gold I will buy scrolls of each of those cool utility spells
| james maissen |
so in addition to SM 3
haste
dispel magic
stinking cloud
sleet stormnow at lvl 6
I am thinking fly, phantom steed, and invisibity sphere
I think that Phantom Steed is a great 3rd level spell once you are high enough caster level to get some of the options for it. But I think that 6th level is too low for that to come into play unless you have a dedicated mounted combatant and even then the casting time will relegate that to prep times.
Going through the list on the SRD:
Explosive Runes: Cute, and nice if you have enough downtime to make multiples ahead of time.
Magic Circle against Chaos/Evil/Good/Law: Nerfed in PF, but still useful.
NondetectionM: Nice for when you want to be invis and not seen by see invis/ true seeing/ etc.
Protection from Energy: Nice if you know ahead of time what energy you will face. Resist energy normally is better however unless the damage is coming in 1 shot.
Arcane Sight, Clairaudience/Clairvoyance, Tongues As banned spells you are better off scribing them as scrolls to use when you need them. That said they are all nice and would be a worthwhile spell in your book just to make more scrolls of them.
Heroism: Awesome spell that many can use. Get it when 3rd level slots are not nearly as precious as they are now.
Rage: eh, if you have a target for it it's okay. Normally used in parties that have a hulk of a fighter that getting a bit hulkier gains exponentially.
Suggestion: Very nice spell when used right.
Daylight: Awesome spell to have available, especially in PF's stronger darkness rules. Having a scroll of it won't suffice (as you might not be able to read it), but a staff could.
Fireball, Lightning Bolt: get one of these in a staff for when you want to use them. Won't be everyday but when it comes up its there and scales with you for level and save DC. Always consider items for restricted school spells.
Tiny Hut: Awesome spell, especially with the right party. Even as banned it's worth it at times to have on a scroll to block LOS.
Wind Wall: Awesome situational spell, thus awesome on a scroll.
Displacement: Awesome spell.
Invisibility Sphere: Not as awesome as it sounds as you need to stay within range at all times.
Gentle Repose: Scroll for a cleric as they get it cheaper.
Ray of Exhaustion: eh.
Vampiric Touch: Useful for certain builds, unlikely to be yours.
Blink: Again useful for certain builds, again unlikely to be yours.
Flame Arrow: Nice if you have an archer or two in the group, but gets nicer when your ~9th level and don't feel the 3rd level slot as much.
Fly: Give to the melee tank for when he can't get there.
Gaseous Form: Useful and situational.
Keen Edge: Not worth the action to cast it.
Magic Weapon, Greater: Starts being good around CL 12.
Shrink Item: Out of the box thinking spell, can be awesome.
Slow: Moderately nice. Better if your party tends to fight all over the place and dropping area effects will hit them too as you can select targets here. Otherwise have a scroll of it to hit hasted opponents with only.
Water Breathing: When you need it, you need it. It's nice in your spell book for just that kinda thing. Scrolls might not always do the trick for you here either. If you have an arcane focus, having this spell in the book even if you never memorize it can be useful.
-James