Spells worth buying?


Advice

Grand Lodge

I've just hit 4th level, gaining access to 2nd level spells (Fighter1/Wizard3). For my two "freebies" I added create pit and see invisibility to my spellbook (had to take see invisibility due to being a Diviner).

Well, there are lots of great 2nd-level wizard spells out there. I have not yet had the chance to be seated with another wizard or similar (this is PFS, btw) to copy each other's spells. What I can do, however, is buy scrolls and scribe them.

But of course, that costs me the price of a scroll (in addition to scribing costs). Which spells are worth it? Gold is a little tight since, as I'm headed for Eldritch Knight, I have to spend money on both spells AND weapons/armor. Therefore, I don't want to buy more spells than I have to.

Which 2nd level spells are at the top of the list and why?

Thanks!


Mirror Image
Invisibility
Glitterdust-but you might want to pass right now due to See Invis.
Flaming Sphere
False Life
Scorching Ray

are all favorites of mine. They are all pretty self explanatory.

Grand Lodge

That's going to vary a heck of a lot in context because there are a lot of good spells at that bracket, there's no UBER spell for everyone's style.

You need to see what your needs, and your desires are. Also, are you traveling with other wizards that you can trade spells with? Sometimes you can try negotiating with wizards that you encounter for trades.

I would suggest that you keep yourself open for opportunities to trade. Maybe consider buying more first level spells and spell scrolls. A scroll of mount, of Floating Disk, these are examples of things to keep in reserve.

Key thing there here, which arcane bond option did you take? If you took the familliar, just buy scrolls of tertiary spells to use, not scribe. If you took the arcane bond item, then being able to pull any spell from your book out of your hat is a trick you want to max out as much as practical.

Grand Lodge

Excellent questions, LazarX. I figured I'd probably left out important stuff - I always seem to when I start an Advice thread. So thanks. :)

Summary of Me:
For my fighter aspect, I'm a melee guy. My 4th level stat bump took my STR to 18, and I use a longsword (two-handed when possible, one-handed when carrying a wand or something).
I have 19 AC including a +1 mithral chain shirt (10% ASF) and I carry a wand of shield in a spring-loaded wrist sheath. As a Foresight Diviner, I always act in the surprise round but don't always know what I'm fighting when my first turn comes up (I have +10 initiative, so I often go before the ambush), and in such cases I lead off by activating said wand.
My INT is only 14 for the moment, so spells that either don't grant saves or are still useful on a failed save are preferred. Even so, as a PFS wizard I got Spell Focus as a bonus feat and put it in Conjuration.
Opposed schools are Necromancy and Illusion. I also don't plan on summoning as I don't like the extra bookkeeping.

Being a PFS character, I'll only get to copy other PCs' spells if I just happen to sit with such a PC that week.

I have an amulet as my bonded item.

Anything else?

Grand Lodge

Jiao-long wrote:

Excellent questions, LazarX. I figured I'd probably left out important stuff - I always seem to when I start an Advice thread. So thanks. :)

** spoiler omitted **

Being a PFS character, I'll only get to copy other PCs' spells if I just happen to sit with such a PC that week.

I have an amulet as my bonded item.

Anything else?

That might happen more often than you think. (sharing with other wizards, don't forget Magi. Practically every spell they use, you can too.)

In that case, you have to decide on priorities. Either get more damage types or think of utility spells. Since you have an arcane bond, being able to pull an invisibility, a communual mount spell, or rope trick out of your hat may be very handy. If you think you'll only cast the spell once in your life, get a scroll. If you think more options might come than that, pay to scribe.

Silver Crusade

If you are a melee based character then I would go with Blur, False Life or Mirror Image.

Grand Lodge

FallofCamelot wrote:
If you are a melee based character then I would go with Blur, False Life or Mirror Image.

I'm not too worried about getting hit anytime soon. It's damn near impossible to catch me with my guard down, and once I'm ready I'm rocking 23 AC at 4th level, which is a pretty comfortable number.

False life is in one of my opposition schools.

@LazarX: Thinking about it more, I guess what I really want is something else to prepare each day right now. Currently, I have two slots for 2nd-level spells, plus the bonus slot for my school. So I get see invisibility, create pit and then a second copy of one of those two. :/ I guess what I really want right now is a third spell to prepare every day instead of a second create pit or see invisibility.

Maybe web? Acid arrow/scorching ray? Some kind of buff, ala bull's strength and friends?

Grand Lodge

Jiao-long wrote:
FallofCamelot wrote:
If you are a melee based character then I would go with Blur, False Life or Mirror Image.

I'm not too worried about getting hit anytime soon. It's damn near impossible to catch me with my guard down, and once I'm ready I'm rocking 23 AC at 4th level, which is a pretty comfortable number.

False life is in one of my opposition schools.

@LazarX: Thinking about it more, I guess what I really want is something else to prepare each day right now. Currently, I have two slots for 2nd-level spells, plus the bonus slot for my school. So I get see invisibility, create pit and then a second copy of one of those two. :/ I guess what I really want right now is a third spell to prepare every day instead of a second create pit or see invisibility.

Maybe web? Acid arrow/scorching ray? Some kind of buff, ala bull's strength and friends?

None of those are really bad choices. Again... it's about priorities and style. Developing a distinctive style is perhaps the most fun thing about maturing a caster.

And don't neglect getting new first level spells either. Rememember what I said about being able to pull any spell out of your book once a day. That's the most important feature of your arcane bond.


How about blood transcription

Spoiler:

School divination [evil]; Level alchemist 2, magus 2, wizard 2, witch 2

Casting Time 1 standard action

Components V, S

Range touch

Target one dead spellcaster

Duration 24 hours

Saving Throw none; Spell Resistance no

By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.


Resist energy has a pretty long duration and might be helpful if you know what you're up against.
I play an eldrich knight as well, and I try to pick long duration spells an focus on weapon damage in combat. It sounds like you have a pretty well built char.

Silver Crusade

Jiao-long wrote:
FallofCamelot wrote:
If you are a melee based character then I would go with Blur, False Life or Mirror Image.

I'm not too worried about getting hit anytime soon. It's damn near impossible to catch me with my guard down, and once I'm ready I'm rocking 23 AC at 4th level, which is a pretty comfortable number.

False life is in one of my opposition schools.

@LazarX: Thinking about it more, I guess what I really want is something else to prepare each day right now. Currently, I have two slots for 2nd-level spells, plus the bonus slot for my school. So I get see invisibility, create pit and then a second copy of one of those two. :/ I guess what I really want right now is a third spell to prepare every day instead of a second create pit or see invisibility.

Maybe web? Acid arrow/scorching ray? Some kind of buff, ala bull's strength and friends?

Bulls strength or Bear's Endurance is a really good choice. Honestly there are some good choices at 2nd level.

Grand Lodge

LazarX wrote:

None of those are really bad choices. Again... it's about priorities and style. Developing a distinctive style is perhaps the most fun thing about maturing a caster.

And don't neglect getting new first level spells either. Rememember what I said about being able to pull any spell out of your book once a day. That's the most important feature of your arcane bond.

Re: Style/Priorities

Mostly I'm interested in battlefield control (ala create pit, which I took already). Web would be in the same vein, as something that stays useful even if they make the initial save. Acid arrow "solves a problem" in that it's not subject to SR. Glitterdust similarly solves a problem, but as someone pointed out it might not be a priority due to see invisibility.

Re: 1st level spells
I think I'm covered. From Divination I have true strike and comprehend languages, I have burning hands for swarms, I have feather fall just in case... I don't remember everything, but I feel pretty good about my firsties.

Grand Lodge

Kahn Zordlon wrote:
Resist energy has a pretty long duration and might be helpful if you know what you're up against.

Hm, not a bad idea... especially just to have in my book to yank with my bonded item.


Web, Pyrotechnics, glitterdust, bullet shield, see invisibility, mirror image, false life, ghoul touch, spectral hand, defending bone, Qualm

Grand Lodge

Abraham spalding wrote:
Web,

Thinking about it.

Quote:
Pyrotechnics,

No thanks. Too save-dependent.

Quote:
glitterdust,

As stated earlier, I'll probably pick that one up later.

Quote:
bullet shield,

Meh.

Quote:
see invisibility,

Already have it, as has been said.

Quote:
mirror image,

As already stated, I'm not too interested in defensive buffs.

Quote:
false life, ghoul touch, spectral hand, defending bone,

Necromancy is, as already stated, one of my opposition schools.

Did you read anything besides the words "2nd level spells" and a question mark?

Grand Lodge

Jiao-long wrote:

Necromancy is, as already stated, one of my opposition schools.

Necromancy is, as already stated, one of my opposition schools.

Did you read anything besides the words "2nd level spells" and a question mark?

AFAIK, I think you can use your one/day arcane bond power to cast a necromantic spell from your spellbook without having to spend any spell slots. Something to consider.

Grand Lodge

Jiao-long wrote:
LazarX wrote:

None of those are really bad choices. Again... it's about priorities and style. Developing a distinctive style is perhaps the most fun thing about maturing a caster.

And don't neglect getting new first level spells either. Rememember what I said about being able to pull any spell out of your book once a day. That's the most important feature of your arcane bond.

Re: Style/Priorities

Mostly I'm interested in battlefield control (ala create pit, which I took already). Web would be in the same vein, as something that stays useful even if they make the initial save. Acid arrow "solves a problem" in that it's not subject to SR. Glitterdust similarly solves a problem, but as someone pointed out it might not be a priority due to see invisibility.

Re: 1st level spells
I think I'm covered. From Divination I have true strike and comprehend languages, I have burning hands for swarms, I have feather fall just in case... I don't remember everything, but I feel pretty good about my firsties.

Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.

Grand Lodge

LazarX wrote:
Jiao-long wrote:

Necromancy is, as already stated, one of my opposition schools.

Necromancy is, as already stated, one of my opposition schools.

Did you read anything besides the words "2nd level spells" and a question mark?

AFAIK, I think you can use your one/day arcane bond power to cast a necromantic spell from your spellbook without having to spend any spell slots. Something to consider.

You got my hopes up for a second, but alas:

Arcane Bond wrote:
The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Grand Lodge

LazarX wrote:
Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.

In what way is this superior to simply eliminating the threat at hand and then dragging them out?

Grand Lodge

Jiao-long wrote:
LazarX wrote:
Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.
In what way is this superior to simply eliminating the threat at hand and then dragging them out?

Because sometimes... you lose. Sometimes you need the speed and the reduced encumbrance in hauling away the fallen. Sometimes you can't eliminiate the threat and you've got to haul ass out. The floating disk spell may very well make the difference in not leaving the fallen behind.

Grand Lodge

LazarX wrote:
Jiao-long wrote:
LazarX wrote:
Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.
In what way is this superior to simply eliminating the threat at hand and then dragging them out?
Because sometimes... you lose. Sometimes you need the speed and the reduced encumbrance in hauling away the fallen. Sometimes you can't eliminiate the threat and you've got to haul ass out. The floating disk spell may very well make the difference in not leaving the fallen behind.

Fair point. But none of my PFS compatriots will be able to get raised for another level or two, so it's not a high priority. ;)


Jiao-long wrote:
Did you read anything besides the words "2nd level spells" and a question mark?

Sure did -- necromancy is still a great school despite you dropping it. I would still take those spells (and would consider getting necromancy back at later level).

Pyrotechnics has great range, is an AoE, can deal damage against a specific subtype (not an uncommon one either) -- also check out the smoke version again and realize that it can block line of sight and has a save each round. Now granted a low save is low, but given enough rounds it's quite worth having -- also you can use it to put your allies out of fire if need be as well. It's uses are more than just blinding and choking.

As to repeats -- well they bear repeating they are good spells. You might not be defensive focused on your magic but it's still worth having.

Other spells I like at 2nd level include touch of idiocy, acid arrow, fog cloud, frigid touch, pilfering hand, and stone call.

I'll notice you seemed to have ignored the other spells I listed.

Grand Lodge

Abraham spalding wrote:
also you can use it to put your allies out of fire if need be as well.

Okay, definitely didn't think of that. Intriguing. I might take it later on, or get it into my book for bonded item use. But probably not what I'm looking for right now for "spell to prepare most days alongside create pit and see invisibility for at least the next three scenarios".

EDIT:

Quote:
I'll notice you seemed to have ignored the other spells I listed.

Unless there's an edit that my browser isn't showing me or I missed an earlier post, I addressed them all.

Grand Lodge

Jiao-long wrote:
LazarX wrote:
Jiao-long wrote:
LazarX wrote:
Consider at least buying a scroll of floating disk. For when one of your comrades is down or incapacitated. It might be the key to getting him or her out alive.
In what way is this superior to simply eliminating the threat at hand and then dragging them out?
Because sometimes... you lose. Sometimes you need the speed and the reduced encumbrance in hauling away the fallen. Sometimes you can't eliminiate the threat and you've got to haul ass out. The floating disk spell may very well make the difference in not leaving the fallen behind.
Fair point. But none of my PFS compatriots will be able to get raised for another level or two, so it's not a high priority. ;)

Fallen doesn't always mean dead. But it might mean some stabilized compatriots that you can't get on their feet.

Grand Lodge

I carry a wand of infernal healing. :D

Liberty's Edge

If you're losing fights in PFS, either you're ridiculously unlucky or building mechanically weak characters.

Given that this guy actually has a plan with his Ftr/Wiz and seems to have a good idea of what to do, I don't think losing fights in PFS is something he'll ever experience. The Society is balanced so that a wide range of characters and tables will be able to find success, even if they don't mesh really well. As such, it's pretty hard to lose one of those.

I mean, sometimes I have my (halfling, level 8) paladin go cestus-powered fisticuffs instead of horseback lance just because there's not a whole lot of challenge, and punching people until they die of exploding kneecaps has a certain amount of charm.

Grand Lodge

Although you're right for the most part, the minute you let your guard down you'll run into an Osiriani oracle of flame or a Taldan magus and suddenly your face is exploding before you know what hit you. ;)

EDIT: But I digress! So back to spells - looking for something worth preparing almost every day at 4th level alongside create pit and see invisibility.


Darkvision (unless you've already got it by race), Touch of Idiocy (no save, RP uses and you're good in melee for touching), Minor Image (all kinds of fun), Levitate.

There are things other than fighting, after all.

Grand Lodge

Mudfoot wrote:
Darkvision (unless you've already got it by race),

This seems like more of a "once in a blue moon" type of spell, so I carry a potion.

Quote:
Touch of Idiocy (no save, RP uses and you're good in melee for touching)

I'm already good in melee. :)

Quote:
Minor Image (all kinds of fun),

Opposition school.

Quote:
Levitate.

Hm... That seems pretty situational, but good. I might carry a scroll for usage rather than scribing it. Thanks!


I might be hijacking this thread, but the general theme is good. What spells should the eldrich knight get?
I'm 11th level now(6 mage,2 fighter,3 eldrich knight) I'm mostly a ranged attacker with a composite long bow, but alot of these spells are usefull for melee characters as well.
1st

Spoiler:

Endure Elements
Prot. From evil
Shield
Hold portal
True shield (This is a spell in 1001 spells that gives a character +20 deflection for 1hr per level or until the first attack)
Mage armor
grease
abundant ammo
magic missle
floating disc
enlarge person
reduce person
gravety bow
Overcompensation (Another spell from 1001, it makes your weapon one size category larger, and you can wield without penalty. 1hr/level)
True strike
arrow mind

2nd level

Spoiler:

flexarmor (1001, verbal spell that reduces asf and increases dex cap on armor)
resist energy
arcane turmoil (just a targeted dispel)
prot from arrows
glitterdust
arrow eruption (neat spell, but I've only used once)
create magic tatoo (use 3x a day!)
fire breath
gust of wind
blind
pernicious poison
false life
darkvision
all of the +4 enhancements to ability score spells
levatate (haven't used)
exploding crit (1001, adds d8 per crit mod for a crit, 10 min per level)

3rd Level
Spoiler:

Improved Mage armor (+6)
heroism
hold person
alter fortune
fly
versitile weapon
haste
greater magic weapon
keen edge
flame arrow

4th level
Spoiler:

mnemonic enhancer
greater false life
Named Bullet

5th level (to be gotten)
Spoiler:

echolocation
overland flight

I've looked pretty near and far for long duration spells to deal more damage and protect my hide. Others I fill in for standard mage needed utility.

There is 3.5 material in the list, and about hijacking the thread, meh i'm neutral, and it might be useful if your character survives for a few levels. Any additional spells, or eldrich knight spell lists would be cool.


I would with one of the following:
Frigid touch -- 4d6 no save, staggering, touch attack (critical hit makes it a minute of stagger).
Defensive Shock -- I know you don't like defensive spells, but this one deals damage over multiple hits without a save throw.
Stone Call -- No save, No SR, some damage across a large area and then you create difficult terrain so you get BC as well.
Rope Trick -- Hey consider it a low level wall spell -- wall of "I'm high up and you can't hit me as easily I have total concealment and I can still shoot you with this bow." Doesn't hurt that you can sleep in it as well.

Grand Lodge

Hm... frigid touch does look appealing...

Scarab Sages

I would still consider Glitterdust. You have spell focus (conjuration). It is a group blind (the best bit), and its not just you that needs to see invisible characters.

However Create Pit is such a useful spell, I don't think 2 memorisations are a bad thing, and I would be tempted just to wait for the next level and 2 more spells including Glitterdust.

And hope to bump into another Arcane caster.

Grand Lodge

The Sapphire Onion wrote:
I would still consider Glitterdust. You have spell focus (conjuration). It is a group blind (the best bit), and its not just you that needs to see invisible characters.

I suppose that's a good point. Alright, that's moving further up the preference list.

Quote:
However Create Pit is such a useful spell, I don't think 2 memorisations are a bad thing, and I would be tempted just to wait for the next level and 2 more spells including Glitterdust.

True... Hm...

Quote:
And hope to bump into another Arcane caster.

Indeed, indeed.

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