| Third Mind |
| 3 people marked this as FAQ candidate. |
I couldn't find it anywhere and seeing as I might decide to play a wood wizard, I guess I'll do the asking.
Under the wood element school spells, sirocco, normally a 6th level spell is listed as a 4th level spell. Is this correct or a possible typo?
I'm just wondering because it seems a pretty good spell and getting it sooner sounds like it'd be amazing.
| Are |
Actually, getting further in the air list Planar Binding shows twice. Once as a 5th level spell and once as a 6th level spell. So, probably a typo there.
The 5th level spell is "lesser planar binding", while the 6th level spell is the regular "planar binding". At least according to both the PRD and my physical copy of the Advanced Player's Guide.
| Third Mind |
The 5th level spell is "lesser planar binding", while the 6th level spell is the regular "planar binding". At least according to both the PRD and my physical copy of the Advanced Player's Guide.
Good to know, guess I accidentally glossed over it.
Sirocco was something I had noticed a while back. I figured it was a "too good to be true" thing and left it by the wayside.
I see what you mean, but if it does end up being a 4th level spell for wood wizards, it would be awesome. Though, even if it's still a 6th level, it'd be alright if other options weren't appealing.
| Ravingdork |
you know that would be worth using as a 4th level spell, as a 6th level spell its a little underwhelming
As a 6th-level spell it's damn near overpowered.
It's got a huge area of effect, ignores most forms of cover entirely, knocks flying creatures out of the air, knocks everyone prone, and deals respectable damage (4d6+CL EVERY round). Short of high fire resistance, immunity, or spell resistance, there is no way to completely avoid the damage. If you taken ANY of said damage you become fatigued, then exhausted when you get hit by it the following round.
It's one of the best combo spells out there. It has battlefield control, direct damage, and debuff all rolled into one awesome package.
| Serisan |
not that it means much but of of curiosity I threw a wood wizard into herolab and sirrco dosen't become a 4th level spell.
for whatever that's worth ;)
Not much, really.
As a 6th-level spell it's damn near overpowered.
Yup. So many great things happening with it happening at once.
| Phasics |
Phasics wrote:you know that would be worth using as a 4th level spell, as a 6th level spell its a little underwhelmingAs a 6th-level spell it's damn near overpowered.
yeah not really I know its fatigued no save and then exhausted no save but those effects at that level aren't that good.
I mean we're talking elder elemental and adult dragons at this level throw -6STR and -6DEX at them and effectively your just giving them -3 to attack damage and AC and halving their speed.
a nice debuff but nothing close to OP.
Of course if you can get this spell at 4th
Dazing Sirroco = you win :)
| Serisan |
Ravingdork wrote:Phasics wrote:you know that would be worth using as a 4th level spell, as a 6th level spell its a little underwhelmingAs a 6th-level spell it's damn near overpowered.yeah not really I know its fatigued no save and then exhausted no save but those effects at that level aren't that good.
I mean we're talking elder elemental and adult dragons at this level throw -6STR and -6DEX at them and effectively your just giving them -3 to attack damage and AC and halving their speed.
a nice debuff but nothing close to OP.
If you cast this spell in a fight against a single target as a first choice, you fail at playing a Wizard.
Yes, it's not great against a single target. Throw it into a multi-target combat sometime.
Winterwalker
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Yup, you get it at 4th, just like summoners get a few spells earlier than usual.
It's fairly comparable to a fireball. Different area of affect, and it trades some damage for other affects, so it isn't too crazy to have as a 4th level spell. Though if your dumb, or unfortunate enough to be stuck in the area of affect, you will be hurt by the rounds per level duration of a fiery 4d6+level. That's gonna hurt.
I'd buy a few wands or scrolls off of a character making them at that caster level and use them for sure.
Whats beautiful about this spell though, is that it's a fort save, not reflex. Just the thing for pesky "evasion" types.
| Phasics |
Phasics wrote:Ravingdork wrote:Phasics wrote:you know that would be worth using as a 4th level spell, as a 6th level spell its a little underwhelmingAs a 6th-level spell it's damn near overpowered.yeah not really I know its fatigued no save and then exhausted no save but those effects at that level aren't that good.
I mean we're talking elder elemental and adult dragons at this level throw -6STR and -6DEX at them and effectively your just giving them -3 to attack damage and AC and halving their speed.
a nice debuff but nothing close to OP.
If you cast this spell in a fight against a single target as a first choice, you fail at playing a Wizard.
Yes, it's not great against a single target. Throw it into a multi-target combat sometime.
that's exactly what I mean its a useful spell in certain instances don't get me wrong but it's not close to overpowered. I consider overpowered a spell that is pure win against everything and why would you ever cast anything else
| Phasics |
How bad is the rest of their spells? Might be to make up for weakness there...
not bad at all really keeping in mind you only need to prepare 1 of these spells at each level as your bonus spell. I'd probably metamagic some of the lower spells into higher bonus slots as the higher level choices aren't as good
Wood Elementalist Wizard Spells: 0—light; 1st—alter winds [APG], animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds [APG], tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind [APG], secure shelter, sirocco [APG]; 5th—command plants, fabricate, fickle winds [UM], mirage arcana, sending, telepathic bond; 6th—battlemind link [UM], cat’s grace (mass), tree stride; 7th—control weather, liveoak, scouring winds [UM]; 8th—charm monster (mass), euphoric tranquility [APG], transmute metal to wood; 9th—control plants, refuge, winds of vengeance [APG].
And these are your opposition spells
0th—mending
1st—gravity bow, magic weapon, shocking grasp
2nd—defensive shock, glitterdust, make whole, shatter, silk to steel
3rd—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon
4th—malfunction, shout, stoneskin
5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
6th—chain lightning, disintegrate, wall of iron
7th—control construct, lightning rod (?), statue
8th—call construct, iron body, greater shout, stormbolts
9th—meteor swarm, repel metal or stone, ride the lightning
although you could negate this all with one arcane discovery feat
| Phasics |
I like stacking it with Tar Pool which keeps them in the area of the sirocco, does more damage, entangles them, and takes additional penalties for being prone (thanks to sirocco).
nice combo
I was thinking you could build a grapple monkey Lame curse oracle with fire resistance to stand in your sirroco and scream "NO YOU CAN'T LEAVE YOU CAN'T LEAVE !"