Making low level combat interesting for spellcasters?


Advice

Liberty's Edge

I've only recently started playing spellcasters in Pathfinder, and since that makes for a better learning curve, I've been playing in low-level games. The only spellcaster I've played so far is a second-level bard in PFS, and I'm about to start playing a second-level sorceror (built with GM credit).

However, so far the impression I'm getting is that spellcasters are slow to get particularly interesting. If I get into five battles a day, can cast five first-level spells and I already used up one on Mage Armor, what's left for me to do for all those remaining rounds? A handful of 0-level spells seem to have combat utility (ray of frost, resistance), and there's always the option of blindly firing my crossbow, but I can't help but think there must be a better way to spend my precious, precious standard actions.

Am I missing something? Maybe I'm only getting that impression because I'm used to playing melee combatants, for whom NOT getting to deal 1d8+4 damage to someone on every single round is the exception rather than the rule. Still, I'd love to hear suggestions on how to spice up battle for spellcaster characters when spells are out of the question.


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Aid someone in melee with your spear. Or aid their AC.

Use scrolls or a wand.

Think about the fight and what's going on, and what you might need to do.

Ready to shoot someone with your crossbow when you have a clear line of sight, if you can't shoot anyone right now and don't have Precise Sot.

Use your school powers.

But mostly, use one good spell to set up the battlefield and let the martials shine. Your contribution isn't in doing hit point damage, it's in doing other things.


Well, I'm not so sure on about sorcs. On my witch I used hexes and on my wizard I switch to crossbow or ray of frost(depending AC). I never realy got bored I don't think. Color Spray ended some of the combats about as soon as they started. I used Sleep on my witch once and accidentally took out the entire enemy team except one poor soldier. They were clumped up a bit too much.

You probably can't afford things to let you cast more unless you played up. A single pearl of power can go a long way if you cast a single spell really well.(or its color spray)

Lantern Lodge

Wand of Magic Missile and Wand of Disrupt Undead.


daze
sotto voce
scrolls
school/domain powers
knowledge to find weaknesses
aid another

RPG Superstar Season 9 Top 16

I think school/bloodline powers generally covers it. As mentioned, Daze is a pretty amazing cantrip at the levels where you lack slots.

Consider not casting Mage Armor at early levels. Depending on how much time there is between encounters, it might not even cover the entire day of adventuring at low levels.


You're likely to have a low-ish strength and a good dex.

Don't buy a crossbow, starting out. You'll probably pick one up before you hit 2nd. Take Acid Splash, unless you get +1 damage from Ray of Frost, due to a school/bloodline, etc. If you have a ranged SLA, like Elemental Ray, that's better than a crossbow, within 30'.

If you've cast your one spell, and have nothing better to do, shoot your crossbow, then move and follow up with your cantrip. Don't burn a round either loading or reloading.

If the enemy looks like it has high AC, or you're firing into melee, just go with the cantrip. A little damage beats no damage. At low levels, it can make a difference.

At higher levels, I've used them to ascertain the acid or energy resistance/immunity of an enemy, or keep a dying thing dying, or teach a nonfatal lesson to a rude servant or a hostile thug with some intimidating roleplay, but that's about it.

Wizards won't prep it after 3rd, and sorcerers might be stuck with it, but it can still have its uses.


For PFS play:

IF Divine caster (so have Guidance) cast Guidance Orison at your favorite melee person every round before his/her action. People tend to forget it works.

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Daze as mentioned above, or Acid Splash if you are worried you will not be so effective at ranged touch attacks. Daze only affects one humanoid creature of 4 HD or less, and once a creature has been effected, it cannot be effected for 1 minute (rest of combat) where as acid splash has no type limitation, and no timing limitation.

Wand of _________. If you have UMD, you can use others wands on them. (Sorcere/Oracle more so than Wizard/Cleric.) Take the Dangerously Curious Trait!!!!

Aid Other.

Mage Armor becomes great once it lasts 4 hours (so extended lasts all day) until then, it is kinda meh.

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