
qlawdat |
My DM is about to have us start a new game at 15th level, and I will probably be playing a wizard. I have had my eye on spell perfection for a while, but haven't been able to use it yet. I was wondering what are some of the spells that would be best for this feat. I assume you would want a spell you could quicken (so sixth level or lower if you can use the magical lineage trait on the same spell, 5th level or lower if you cannot use that trait). So in theory you would want a spell that would be useful to cast quickened one to three times (twice quickened if you are giving up your move action, and a third time with a different metamagic feat as a standard action)a round, for several rounds.
The spells that stand out for me;
wall of force - really good battlefield control, would be better if you could shape the wall however you want, but still very good. I could see casting this many times in a combat.
Enervation - assuming you hit its a pretty decent debuff, but it is only single target, and that makes me want to shy away from it.
telekinesis - An awesome spell
magic jar - not a spell you would cast multiple times in combat, but you could use spell perfection to persistent and get the DC very high.
mass suggestion - I am a fan of spells that hit multiple targets
What are some other options that I am not thinking of? Has anyone used this before? What has worked best for you?

erik542 |

My DM is about to have us start a new game at 15th level, and I will probably be playing a wizard. I have had my eye on spell perfection for a while, but haven't been able to use it yet. I was wondering what are some of the spells that would be best for this feat. I assume you would want a spell you could quicken (so sixth level or lower if you can use the magical lineage trait on the same spell, 5th level or lower if you cannot use that trait). So in theory you would want a spell that would be useful to cast quickened one to three times (twice quickened if you are giving up your move action, and a third time with a different metamagic feat as a standard action)a round, for several rounds.
Except that you can only cast 1 quickened spell a round.
You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.
Enervate is a very good choice for spell perfection because it becomes simply a death ray. When you throw in empower and maximize, that's 6 negative levels each ray; perfection allows you to quicken one of those. With lineage that's a level 5 and a level 8 to outright kill anyone level 12 or less and absolutely wreck just about anyone who lives.

Ice_Deep |
The one you have the most Focus, Greater Focus and other bonuses for! :)
Seriously it depends on what you want to do, for me I am going to go with...
Stinking Cloud!
But why you ask?
Well how about using a level 7 slot for a Quickened, Persistant, Selective stinking cloud, making all enemies inside (20ft radius, and not allies) lose all non-move actions, drop anything in there hand, and any concentration checks if they fail 1 of 2 saves. For my character it's a DC 31 save @ lvl 15.
Of course I think the following could be good as well...
Enervation (quickened)
Flesh to Stone (quickened)
But to me stinking cloud and taking away all the non-move actions for almost all enemies (due to 2 save) and they are still sickened for 1d4+1 rounds after they leaving giving you time to hit them with another spell if they can't be finished off before then!
Note: I went with stinking cloud over Enervation because I have magical linage - Acid Arrow, planning on using that + Daze + Persistant (using level 6 slot) to make any enemy I can't stop with a stinking cloud make 2 saves a round for 6 rounds, if they fail any save they lose all actions for 2 rounds.
So every fight @ level 15 would = my sorcerer going Quickened-Persistant-Selective-Stinking Cloud, holding a action for anyone enemy who leaves the fog getting hit with the above acid arrow (DC 30+), this also hits both Fort and Will saves, leaving Fireballs and such for Reflex...

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The one you have the most Focus, Greater Focus and other bonuses for! :)
Seriously it depends on what you want to do, for me I am going to go with...
Stinking Cloud!
But why you ask?
Well how about using a level 7 slot for a Quickened, Persistant, Selective stinking cloud, making all enemies inside (20ft radius, and not allies) lose all non-move actions, drop anything in there hand, and any concentration checks if they fail 1 of 2 saves. For my character it's a DC 31 save @ lvl 15.
Of course I think the following could be good as well...
Enervation (quickened)
Flesh to Stone (quickened)But to me stinking cloud and taking away all the non-move actions for almost all enemies (due to 2 save) and they are still sickened for 1d4+1 rounds after they leaving giving you time to hit them with another spell if they can't be finished off before then!
Note: I went with stinking cloud over Enervation because I have magical linage - Acid Arrow, planning on using that + Daze + Persistant (using level 6 slot) to make any enemy I can't stop with a stinking cloud make 2 saves a round for 6 rounds, if they fail any save they lose all actions for 2 rounds.
So every fight @ level 15 would = my sorcerer going Quickened-Persistant-Selective-Stinking Cloud, holding a action for anyone enemy who leaves the fog getting hit with the above acid arrow (DC 30+), this also hits both Fort and Will saves, leaving Fireballs and such for Reflex...
Selective Spell has been erratted to only work for instantaneous duration spells, so can't be applied to Stinking Cloud

qlawdat |
Except that you can only cast 1 quickened spell a round.
SRD wrote:You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.
Noooooooooooooooooooooooooooooooooooooooooooo. I had no idea. That really is a shame.
Any other good spells?