7th Level Sorcerer - help with 1st 4th level spell


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I'm in a Kingmaker campaign with five other players and we're about to reach 8th level in a session or two. I've been looking over all the 4th level spells and I just don't know what to get. What are some good choices for a 4th level spell? Here's what spells I already have:

0th

Detect Magic
Message
Mage Hand
Prestidigitation
Mending
Light
Ray of Frost

1st

Entangle
Mage Armor
Shield
Magic Missle
Charm Person
Expeditious Retreat
Grease
Enlarge Person
Burning Hands
Protection From Evil

2nd

Invisibility
Scorching Ray
Resist Energy
Hideous Laughter
Flaming Sphere
Mirror Image

3rd

Fireball
Deep Slumber
Haste

I have the drawback that bars me from Necromancy spells, so those aren't an option. As far as party composition we consist of a myself, a paladin, oracle, artificer, warlord, and barbarian/rogue/shadowdancer.

Right now I'm leaning toward taking Monster Summoning IV as my 4th level spell when I level, but might there be something better?

Liberty's Edge

Well, Black Tentacls is awesome, and Stoneskin, Confusion, and Greater Invisibility are likewise pretty cool.

I'd probably go with one of those four.


Defense: Stoneskin
Offense: Mass Enlarge Person
Control: Confusion (since Fear is nixed)
Buff: Freedom of Movement

Also, a Persistent Hideous Laughter could be particularly effective.


And let's not forget about Dimension Door!

I'm not a big fan of Stoneskin. It's good at what it does... but the price tag bothers me.


Shadow Conjuration is a fairly versatile choice. The melee folks in your party may appreciate Sleet Storm and Stinking Cloud spells that they can mostly ignore (by automatically disbelieving the illusion part).


hogarth wrote:
(by automatically disbelieving the illusion part).

I find that dubious. How would the characters know that it's an illusion? Just because they know that he is casting it doesn't mean that they automatically know that he's casting an illusion. Maybe if they made the spellcraft check.


erik542 wrote:
hogarth wrote:
(by automatically disbelieving the illusion part).
I find that dubious. How would the characters know that it's an illusion? Just because they know that he is casting it doesn't mean that they automatically know that he's casting an illusion. Maybe if they made the spellcraft check.

Because he told them beforehand "Hey guys -- I can't cast Stinking Cloud or Sleet Storm, so every time you see me seem to cast one it's an illusion"?

If you wanted to be extra safe, you could have a code word like "Hey guys, get a load of this!".


Dimension door is just downright awesome.

Black tentacles, charm monster, shadow conjuration and greater invisibility are all also great spells.

If you have the money to spend, stoneskin is really good.

If you have the APG, and you're ready to use some prep and tactics, acid pit and detonate can be devastating.

If your group still uses the 3.5 Spell Compendium (I love that book), then these are all highly recommended: ray deflection, mass resist energy, orb of acid, orb of force (any orb spell, really), defenestraing sphere, energy spheres, vortex of teeth and ruin delver's fortune.


Definately confusion. Mass save or lose that won't hit allies.


I would go with:

Black Tentacles, then
Confusion.


Summon monster IV is nothing to sneeze at either. What bloodline are you?

~will

Silver Crusade

I like phantasmal killer


hogarth wrote:
Shadow Conjuration is a fairly versatile choice. The melee folks in your party may appreciate Sleet Storm and Stinking Cloud spells that they can mostly ignore (by automatically disbelieving the illusion part).

+1 to this. I can't wait to hit 4th level and get this puppy. Just make sure you kill all your enemies right away so they can't spread the word that you're an illusionist, and nobody'll have any reason to suspect your spells :)


Thanks for the suggestions guys! To answer the bloodline question my character has the fey bloodline. I also have Spell Focus: Enchantment & Evocation, as well as Greater Spell Focus: Enchantment as some of my feats. Confusion, Stinking Cloud, and Black Tentacles (a personal favorite) are all great spells, but I'm hesitant to take them as my first (and only) 4th level spell since they're spells that you usually only have a chance to cast once per combat before the melee starts.

I somehow totally forgot about Charm Monster though, and will have to give that serious consideration.

As for Shadow Conjuration, I've been scarred terribly in the past by monsters and NPCs who always disbelieve, which makes me wary of taking the spell, but my current GM is a pretty fair guy so I'll think about that too.


Xexyz wrote:
As for Shadow Conjuration, I've been scarred terribly in the past by monsters and NPCs who always disbelieve, which makes me wary of taking the spell, but my current GM is a pretty fair guy so I'll think about that too.

Yeah, that's the eternal curse of the illusionist. :-)


hogarth wrote:
Xexyz wrote:
As for Shadow Conjuration, I've been scarred terribly in the past by monsters and NPCs who always disbelieve, which makes me wary of taking the spell, but my current GM is a pretty fair guy so I'll think about that too.
Yeah, that's the eternal curse of the illusionist. :-)

Meh, just mix it up with a few real spells from time to time. Somebody disbelieving your Fireball (from a wand or scroll if necessary) isn't ducking and covering ;-)


hogarth wrote:
Shadow Conjuration is a fairly versatile choice. The melee folks in your party may appreciate Sleet Storm and Stinking Cloud spells that they can mostly ignore (by automatically disbelieving the illusion part).

This is a dangerous tactic. Firstly, communicating that an effect is an illusion does not let you party auto-disbelieve. It gives a +4 bonus to their disbelief save (but not any other save).

Quote:
If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus."

Furthermore, even if your party disbelieves, effects are still 1/5 real. They take 1/5 damage and will be affected by non-damaging effects 1/5 of the time. Spending multiple rounds in a stinking cloud is likely to make you nauseated eventually. And that nausea lasts several rounds


Xexyz wrote:
Thanks for the suggestions guys! To answer the bloodline question my character has the fey bloodline.

Oh in that case stay away from summoning. Focus on your strengths. Charm monster/confusion fit your theme much better.

~will. AKA Alfonso Abyss bloodline conjure man.

Sczarni

Definatly Black Tentacles.


Thengel336 wrote:
Definatly Black Tentacles.

Are Tentacles really that good? At level 8 Tentacles will have a +13 CMB. Looking at CR 8 monsters, their CMDs range from 21 to 42 with an average of 28.

For most CR appropriate monsters you have to roll a 15 or better to grapple, and with a 17 average CMB, they only have to roll a 5 to break the grapple. It's like a saving throw that's everything's strong save, you MAYBE tie up one creature for half a round.

At least it's difficult terrain, but you can achieve that with a 2nd level Stone Call and do 2d6 guarunteed damage.


There have been a lot of excellent suggestions, but as a Fey Sorceror with Spell Focus and Greater Spell Focus in Enchantment, I think I would be unable to resist taking Confusion. That plays to your strengths very well. Just tell your party members to up their will saves! :)

Otherwise, you can't really go wrong with Dimension Door, Greater Invisibility, or Freedom of Movement. No, not offensive spells, but supremely useful. Summon IV is great (though as a Sorceror, I always cringe at learning a spell that will be outclassed next spell level). Stoneskin is great, if you are made of money.

Liberty's Edge

Quantum Steve wrote:
Are Tentacles really that good? At level 8 Tentacles will have a +13 CMB. Looking at CR 8 monsters, their CMDs range from 21 to 42 with an average of 28.

It's an area-effect spell. Naturally it's less than ideal vs single boss-monster types (which a CR 8 is at 8th level). Put it up against a group of CR 4s or so (the highest CR you'll have more than three or maybe four of) and those numbers will look a lot better.

Also, it tries again every round, on everything in it's area. So that's nice.


Dragon's Breath is a good choice if you need a blasting spell (it's in the APG). 12d6 of an energy type of your choosing when you cast it with different areas of effect (also chosen when you cast it).

It's a solid spell I would take over fireball or lightning bolt any day -- especially since it frees up 3rd level spells for better choices.

RPG Superstar 2015 Top 8

Take dimension door, charm monster, confusion, greater invisibility. I think you have enough offensive spells, and dimension door will do you the greatest good right now. If you are grappled, cornered, or swallowed, you will be quite happy to have taken it.


moon glum wrote:
Take dimension door, charm monster, confusion, greater invisibility. I think you have enough offensive spells, and dimension door will do you the greatest good right now. If you are grappled, cornered, or swallowed, you will be quite happy to have taken it.

Meh that Concentration check is still going to be a bear.


Xexyz wrote:


Right now I'm leaning toward taking Monster Summoning IV as my 4th level spell when I level, but might there be something better?

What metamagics do you have and to the point, what other uses for 4th level slots would you have beyond this 4th level spell?

For example if you had empower, then empowered scorching rays would be something that you might use.

Likely you will want to train out charm person for charm monster, perhaps pick up unseen servant?

You might wish to pick up confusion as well as it is a compulsion, which you are likely focused upon.

Since you seem to be using favored class for more spells(?) though for some reason not for 3rd level spells you could get both.

Or are you another race and simply taking extra spells known?

-James


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Quantum Steve wrote:
Are Tentacles really that good? At level 8 Tentacles will have a +13 CMB. Looking at CR 8 monsters, their CMDs range from 21 to 42 with an average of 28.

Meh, not so great on monsters from the Bestiaries, but use it against humanoid NPCs and it can be DEVASTATING. Monster CMD is disproportionate to that of humanoids as they tend to be bigger, stronger, and often have special abilities that humanoids just don't.

RPG Superstar 2015 Top 8

Abraham spalding wrote:
moon glum wrote:
Take dimension door, charm monster, confusion, greater invisibility. I think you have enough offensive spells, and dimension door will do you the greatest good right now. If you are grappled, cornered, or swallowed, you will be quite happy to have taken it.
Meh that Concentration check is still going to be a bear.

It won't help against a really tough grappler, true. I will say, though, that d-door has saved my spell casters many, many times.

Also, you can take people with you, so its great for solving certain tactical problems. You can bypass castle walls (if you are careful), or send strike forces onto enemy ships. You can quickly escape with fallen comrades.

Also, the sorcerer doesn't have any spell like it yet.


I'm actually more fond of grease in such situations. Specifically because it is a lower level spell making it easier to case, and due to the fact it helps you get out of, and stay out of a grapple. Though this only really works if you are willing to take defensive combat training and not bomb your strength and dexterity.


Right out of left field....

I am suggesting ghost wolf....
You have no necromancy .....

Ghost Wolf

Spoiler:

School conjuration (creation); Level sorcerer/wizard 4

CASTINGCasting Time 10 minutes
Components V, S, F (dire wolf tooth)

EFFECTRange 0 ft.
Targets one quasi-real dire wolf-like creature
Duration 1 hour/level (D) or 1 round/level; see text
Saving Throw none (see description); Spell Resistance no

DESCRIPTION
This spell conjures a Large, quasi-real, wolf-like creature made of roiling black smoke. It functions as phantom steed, except as noted above. In addition, the creature radiates an aura of fear. Any creature with less than 6 Hit Dice within 30 feet (except the wolf 's rider) must make a Will save or become shaken for 1d4 rounds (this is a mind-affecting fear effect). A creature that makes its Will save is unaffected by the steed's fear aura for 24 hours.

The ghost wolf may also be used in combat. Once per round, the rider may direct the wolf to attack in battle as a free action (bite +10, 1d8+6 damage); unlike an animal mount, this does not require a Ride check or any training. Once the ghost wolf attacks, it lasts for only 1 round per level thereafter.

Section 15: Copyright Notice - Orcs of Golarion

Besides you can have it all day unless combat breaks out!


STR Ranger wrote:
Definately confusion. Mass save or lose that won't hit allies.

It does hit allies. All creatures in a 15-ft radius burst.

Confusion and Black Tentacles were the first ones I picked for my wizard, however. SM IV is also excellent.

Sczarni

Once you have a couple of lvl4 spells such as black tentacles or confusion, you should consider Dimension Door, it's great for getting out of trouble.


I'm going to hit 8th level after tonight's session, so it's time for me to make a choice. I just got clarification from my GM that I would be able to cast spells in elemental form, so I'm wondering if Elemental Body would be worthwhile? One thing though is that I don't have any metamagic feats so I can't use all my 4th level slots for anything except 4th level spells.

I am a human so I'll be getting a 3rd level spell as well.


elemental form doesn't really last long enough in my opinion.

Silver Crusade

Arcane Eye, Charm Monster, Confusion, Invisibility, Greater, Black Tentacles, are all good choices. Probly start with Charm Monster if you have spell focus enchantment. Or Arcane Eye if you don't.

Charm Monster makes monsters your friends.
Arcane Eye lets you scout and area with out puting any one in danger.


Acid Pit seems like a really stellar choice as it does many things at once:
-Save or lose for most monsters, as they spend your level in rounds taking 2d6 acid after taking quite a bit of falling damage. If it doesn't kill them, you can fire arrows down at them after everything else is dead.

-Acts as some solid crowd control by separating your enemies in a similar way to the wall spells, except that being near the hole is a bad idea, as they can still fall in.

-Gives your allies something to do if they have enough Str to be decent at bullrushing, or any push spells.

-You could swap one of your 1st level spells for Hydraulic Push (or a higher level push-type spell) as a 1-2 save or lose combo.

-If you have bodies you need to get rid of I'm sure this probably makes a pretty good dumping ground as well...


Ill be playing a sorcerer in an upcoming PF game and the first 4th level spell I'm getting is Emergency Force Sphere from the PF Companion to Cheliax. Awesome spell. Immediate action casting time for those "oh S~&$!" moments, like when the ogre bowls over the fighter or the assassin attempts to take you out first. The sphere has a lot of hit points (10 per caster level) and 20 hardness to get through. That and its always fun to flip off the gm when he tries to take you out (for those bad gms you may encounter).


Xexyz wrote:

I'm in a Kingmaker campaign with five other players and we're about to reach 8th level in a session or two. I've been looking over all the 4th level spells and I just don't know what to get. What are some good choices for a 4th level spell? Here's what spells I already have:

0th

Detect Magic
Message
Mage Hand
Prestidigitation
Mending
Light
Ray of Frost

1st

Entangle
Mage Armor
Shield
Magic Missle
Charm Person
Expeditious Retreat
Grease
Enlarge Person
Burning Hands
Protection From Evil

2nd

Invisibility
Scorching Ray
Resist Energy
Hideous Laughter
Flaming Sphere
Mirror Image

3rd

Fireball
Deep Slumber
Haste

I have the drawback that bars me from Necromancy spells, so those aren't an option. As far as party composition we consist of a myself, a paladin, oracle, artificer, warlord, and barbarian/rogue/shadowdancer.

Right now I'm leaning toward taking Monster Summoning IV as my 4th level spell when I level, but might there be something better?

I would recommend these spells (in order):

- dimension door: free others from grapples, cross chasms etc.
- invisibility, greater: cast on allies, on yourself... can save you more often than you'd imagine
- confusion: you're good at it, and as long as they are not immune...
- solid fog: terrific battlefield control, also to make a good block for running away
- globe of invulnerability: enemy casters will have to do better
- dimensional anchor: "No, you won't be teleporting away all the time!"

Black tentacles and shadow conjuration I would not recommend here. Depending on your enemies they can be completely useless. I would pick up SC and SM4 later to give you some flexibility, though.


If you are allowed spells from the companion books, this one is a potential life-saver and useful in all sorts of situations.

http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere

Alternatively, resilient sphere, I've found, can be a pretty versatile spell to have handy, being both a SoD and a temporary gtfo for an ally.


moon glum wrote:
Take dimension door, charm monster, confusion, greater invisibility. I think you have enough offensive spells, and dimension door will do you the greatest good right now. If you are grappled, cornered, or swallowed, you will be quite happy to have taken it.

He gets greater invis as a class ability at 9th level. Confusion is great, but can often be underwhelming.

My wife has an 11th level Fey Sorcerer in PFS. Her 4th level spells are:

"Purple" Tentacles
Confusion
Dimension Door
Poison*

She gets more mileage out of Tentacles and Dim Door than Confusion. Heck, using Poison + your Greater Invis class feature is a pretty good tactic too.

10th level is where you're nearly home free. :-) Her Dominate Person is DC 28 plus she uses a rod of Persistent Spell.


Kyle Baird wrote:
moon glum wrote:
Take dimension door, charm monster, confusion, greater invisibility. I think you have enough offensive spells, and dimension door will do you the greatest good right now. If you are grappled, cornered, or swallowed, you will be quite happy to have taken it.

He gets greater invis as a class ability at 9th level. Confusion is great, but can often be underwhelming.

My wife has an 11th level Fey Sorcerer in PFS. Her 4th level spells are:

"Purple" Tentacles
Confusion
Dimension Door
Poison*

She gets more mileage out of Tentacles and Dim Door than Confusion. Heck, using Poison + your Greater Invis class feature is a pretty good tactic too.

10th level is where you're nearly home free. :-) Her Dominate Person is DC 28 plus she uses a rod of Persistent Spell.

So...your wife is a dominatrix? Wait...are you her GM? If so...does this mean you helped make your wife into a dominatrix? XD


FiddlersGreen wrote:
So...your wife is a dominatrix? Wait...are you her GM? If so...does this mean you helped make your wife into a dominatrix? XD

No no no, my character WILLINGLY follows her around. I think. Yeah, probably. Right? Isn't she beautiful?

The Exchange

Pathfinder Rulebook Subscriber

I saw freedom of movement a couple of times but don't you only get that as a bonus spell from the destined bloodline? Otherwise it isn't a wiz/sorc spell.


Pathfinder Starfinder Adventure Path Subscriber

Problem with confusion is if you attack a confused character they automatically attack you on their next turn (assuming their still confused). Great when two baddies go to wailing on one another, less great when its you they hit, and you can't retaliate without effectivily ending the spell.

Which makes confusion (along with Fear) one of those better for NPC spells.


Max Mahem wrote:
Problem with confusion is if you attack a confused character they automatically attack you on their next turn (assuming their still confused).

Nah that's one of its strengths!

You can contrive and control combats this way.

-James


One more vote for dimension door. It's an awesome spell that can save you from trouble, but also works tactically to put people where they'll do the most good. My last sorcerer used it all the time, even later in the campaign when he had teleport.


My heart burns with feeling, but,
My mind, it's cold and reeling
Is this love baby,
Or is it confusion?

(PS, don't forget to switch out hideous laughter for something. I like levitate since you don't have the fly spell right now.)


meabolex wrote:

My heart burns with feeling, but,

My mind, it's cold and reeling
Is this love baby,
Or is it confusion?

(PS, don't forget to switch out hideous laughter for something. I like levitate since you don't have the fly spell right now.)

Hideous laughter is a bloodline spell.


Umbral Reaver wrote:
Hideous laughter is a bloodline spell.

Oh dang. . . forgot about that. . . well, flaming sphere would be my next choice. . .

I like the dragon's breath as your next evocation spell. Since poison is coming up too, improved invis isn't a horrible idea. Lots of choices. . .


meabolex wrote:
improved invis isn't a horrible idea.

9th level Fey sorcerers get a round/level improved invis spell like ability.

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