What to do with low lvl spell slots at high lvl?


Advice


Very general, just what 1st, 2nd, 3rd lvl spells, can you use at later lvls so these aren't dead spell slots? The biggest thing I notice is the DCs if I'm now lvl 14 monsters don't even need to roll a 5 to save against my 1st lvl spells. Second the buff spells are hardly worth the turn spent on casting for a +1 or +2.

Class or build doesn't matter for this discussion, just what are those spell slots for, why do we keep them, what does the game creators intend us to do with them?

But if someone really wants more specifics, lets say I'm playing a 14th lvl Caster Cleric.

Grand Lodge

Umm... utility spells. such as Flosting Disk, Mount, Communual Mount, even simple invisibility still have their uses. and of course, Haste.

Intensified Shocking Grasp can deliver a lot of damage without a saving throw.

there are a lot of spells that never lose their value, but you need to think outside of the box to find them.


Great for buffs or utility, like they were at level 1. Spells are good for more than blowing things up after all.


Very definitely. Lots of low-level long-duration buffs, and at that level you can use Extend Spell to make them last all day, or a good chunk of it. Even minute/level spells can be cast ahead of combat and persist for quite a time.

Or consider clairvoyance/clairaudience. One third level spell to let you learn what's there and plan what to do about it? Still think it's a wasted slot? Be creative!


Oh, copypasting my post here instead since it's the more active thread.

Long-term buffs, generally. And utility spells that care about caster level. I rarely play at that high levels, but I'll try to suggest a few.

Note that for low-level buffs, having a few lesser metamagic rods of extend (or reach) is very very useful.

On cleric spells, these buffs seem useful (and quite more useful to cast than use a scroll/wand of):
1: Ant haul, clarion call, deathwatch, protection from evil, (extended) embrace destiny, hide from undead, (reach) liberating command, (reach) sanctify corpse.
2: (reach) Aid, book ward, calm emotions (for out of combat purposes), defending bone, (extended) effortless armor, find traps, gentle repose, make whole, shield other, silence, status, undetectable alignment.

I especially want to point to Shield Other for any cleric that dabbles in healing. It can effectively double your healing efficiency each time cast, due to channeling being an area effect.

I'm too tired to do third level but I think you see the pattern: Spells that you can put out at the morning/a fair bit of time before a fight, and non-combat utility spells.

Also abuse the fact that lesser rods of metamagic are a non-cost at this level. Get at least two rods of lesser extend, and probably one each of reach, quicken and silence.

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