| Ruggs |
One of my favorite concepts to play as a wizard is the buffer wizard. My guy is nearing level 9--he can see it, he can see it!!! It's right over THERE!
...What spells are your favorites that I might keep on the lookout for?
We typically have a S&B fighter, a monk, and occasionally a barbarian (who went the spellbreaker route...so things I can do for him are a little more limited).
Allowed spells are Core and APG. The party is co-op minded. The DM has asked that summons be kept minimal (for sanity purposes, and everyone at the table respects that).
Oh, and...
There's no healer, often never has been. Just lil' ole me.
Advice? Ideas? I'm interested in what you have to say. So hit me. :)
Reynard_the_fox
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Telekinetic Charge is AWESOME. http://bit.ly/JlRe8i
You fling your best beater right over the heads of the enemies, they get a free attack at +2 on the squishiest target within range, and they're all set up for a full attack on their turn. (Delay until just before their turn for best effect.)
Acid Pit is really nasty if one of your friends can Bull Rush. Just ready it and cast after an opponent takes their move action. That way, even if they save, they have to choose between doing what they were going to do (and risk falling into the pit at end of turn) or moving again.
Confusion can be pretty devastating to a group of enemies. A confused enemy will attack something that attacks it, so if you cast it, hit at least two creatures, and wait for a bit, they might just kill themselves.
Wall of Ice is pretty awesome battlefield control.
| StreamOfTheSky |
Are the PCs willing to work with you if you use battlefield control spells to divide and conquer the enemy? Like throw a black tentacles spell at the enemy group and have the melee PCs wait outside of it to gang up on survivors as they struggle out of it?
If you have a familiar as arcane bond, consider a Silvanshee as an Improved Familiar (Bestiary II I think; if that book is in use). It gets Lay on Hands as a paladin of its (ie, your) hit dice. Barring that...leadership to pick up a healer cohort?
Nephril
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Low level summoning spells that you can drop right behind your enemies to give your friends flanking from the little summon monsters.
FLY every melee guy you give fly to gets +1 att for high ground. Also they can charge over difficult terrain, and escape much easier.
Infernal healing and greater infernal healing are amazing out of combat healing spells or in a pinch even in combat.
Wall of force and other wall spells used creatively can change the tide of battle.
Haste and slow are both very useful. I know slow has a save but it’s also aoe so chances are it will work against at least one foe.
I’m sure you already have enlarge person. Reach is very nice and your sundering barbarian would love it before combat.
Dispel magic and ready it to counter opponents.
Teleportation is always nice.
Vanish invisibility and greater invisibility, if you are a buffer you should stay invisible the whole fight and fly pretty easily.
If you get the silvanshee familiar he can give his charisma modifier to any ally as a bonus to saving throw and it lasts 10 minutes. So eagle’s splendor then gives anyone +3 to saves very useful.
Resist energy and immunity are both loved by players.
Obscuring mist, wind wall, black tentacles, darkness, blacklight, silence, all of these can really shut down certain enemies.
Think of creative ways to use your low level spells. Many spells just need dusted off and given a good toss with some flavor and you have some really nice new toys.