| Third Mind |
Alright, so, I'm still a couple levels away from getting 4th level spells for my Wood Elementalist Wizard focused on battlefield control then hurting the enemy, but I like to plan ahead.
That being said I'm interested in what the more experienced arcane magic wielders prefer as their 4th level spell(s) of choice.
What I'm looking at thus far:
- Black Tentacles - I've read it's good, but I haven't searched for specific examples why. From what I can tell it's a solid battlefield control spell.
- Dimension Door - Could be extremely useful, or not as useful depending on the situations. It has a good range and could be used to get out of tight spots for sure though.
- Bestow Curse - I'm really liking this one as it can be versatile, however the save is always something that one has to take into consideration.
- Enervation - Another I'm really liking, hurting and weakening an enemy and maybe even kill it, plus if I recall correctly it stacks with itself and there's no save.
So what does everyone else think, like, prefer?
Lincoln Hills
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I'm mighty fond of stoneskin. Beast shape II is very nice for its versatility. While it's nicer for sorcerers than it is for wizards, shadow conjuration can be a handy "toolbox" spell when you're not sure what the day will bring.
If you've got the right metamagic, Silent dispel magic and Extended displacement are some of my favorite tricks.
| Zog of Deadwood |
4th level spells? My necromancer uses Enervation, and Black Tentacles, and Dimension Door. She also uses Fear, a lot. Yes, it grants a save, but there are lots of creatures with poor Will saves, and even if some targets do successfully resist, they are still shaken for a round. The various Wall spells can be nice too.
| PathlessBeth |
4th level spells? My necromancer uses Enervation, and Black Tentacles, and Dimension Door. She also uses Fear, a lot. Yes, it grants a save, but there are lots of creatures with poor Will saves, and even if some targets do successfully resist, they are still shaken for a round. The various Wall spells can be nice too.
I'm not a fan of debuffs which are negated by a saving throw, for one reason: Save-or-lose spells exist at most levels. From Color Spray all the way up to Wail of the Banshee, I can kill someone who fails a save (or make them auto-lose in some other way, like with plane shift). Basically, if a spell only functions when the monster fails its save, it should be very deadly to measure up to the save-or-loses (not that I agree necessarily with the design philosophy, but when choosing powerful spells, this is what I think).
Now, on the flip side, a debuff which allows a save, but still has a partial effect on a successful save is a different matter.For 4th level spells, Enervation is among my favorites. Shout and Ray of Exhaustion are also nice--they still have a partial effect on a save (and shout is a cone, so no chance to roll a natural 1 on your attack roll). I also like Scrying.
Fun exploit: With Scrying and Message, you don't need Sending. Cast Scrying on a willing ally at a level lower than Sending, then cast message through the scrying pool. No silly 25 word limits!
Summon Monster IV is decent (though summoning is more helpful for spontaneous casters, since it really just adds versatility, and wizards already have plenty of that.)
| PathlessBeth |
shadow conjuration. very versatile spell.
4th lv illusion, able to do any conjuration of 4th or less. sure its only 20% real, but you get a HUGE list to choose from, when you count the spells from the other books.
I'd say this is arguably the best 4th level spell for sorcerers. But for wizards, it is much less useful, for the simple reason that a wizard could cast any of those spells already, at a lower level, and it would be 100% real.
Only a level*5% chance of the message going through and you are assuming they know who is casting that scry spell (not something I want to assume).
The level*5% chance of working was sort-of a deterrent in 3.5. In PF, however, you get unlimited castings of cantrips. At a minimum, you have a caster level of 7, so the scrying lasts 7 minutes (70 rounds) and a single message has a 35% chance of working. If cast message 10 times in the first minute (it is an at-will ability with a 1-standard action casting time), you have a 98.7% chance of getting through, and still have a whopping 6 minutes to converse freely without a word limit. Add in an extra 10 castings, and you now have a 99.98% chance of message functioning through scrying and you still have most of the duration of the scry left. And that is at the absolute minimum casting level. Scrying+message improves with level (the duration gets better on both), while Sending does not. AND scrying costs you only a single 4th-level slot, since message is unlimited (there aren't many other cantrips a level 7-20 wizard really needs most of the time that don't work equally well from items).
Your second concern is more relevant. Scrying+message does, however, cover standard communication within the party and with their allies who they regularly need to make contact. In my experience, this includes most times when I would want to cast Sending, so I find sending to be considerably more niche.
My previous comparison also did not take into account the relative casting times: Sending takes 10 minutes while scrying takes 1 hour +a few rounds for message to work. Once again, though, I can't think of many occasions when I would have 10 minutes to contact allies but not have a full hour. It is still worth having sending in your spellbook, but overall most uses can be covered (better due to longer duration) by scrying at a lower level.
NeoSeraphi
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My favorite 4th level spells? Detonate, fire shield, fire trap, firefall and wall of fire. 4th level is when damage starts getting really good, though fireball is of course no slouch either.
Detonate is an amazing spell to ready an action to use. It's not uncommon for a powerful creature to try and rush the weakest creature with its final moments after it's been dueling with the warrior all game. You can bait it in by letting it think you're just a scrawny human with no armor, and then BOOM! Essentially, detonate turns you into your own explosive runes.
Firefall is a nice tool to prepare in case your DM tries to be cute and throw a creature with the [fire] subtype at you to try and challenge you. It's also a nice combination with wall of fire, you form a barrier and then turn it into a mortar.
Fire shield is, sadly, personal only, though it can be cast on your eidolon if you're a summoner which is pretty great. You can always craft a wand of it and give it to the tank, he'll be glad you did.
Fire trap is like fire shield for your backpacks. It's great. Now you can trap the box you keep your spellbook in, and inscribe explosive runes on the cover! Unfortunately, fire trap is Reflex Half so evasion does get around it, but most damage spells are Save Half anyway so you'll want Elemental Focus and Greater Elemental Focus.
| threemilechild |
Displacer Form. (I really miss that spell...)
Dimension Door is super useful both outside of combat and in. I have never had a PC who could have known DDoor and chose not to, and it's often the first spell I pick. It's the easiest way of rescuing someone who can't escape a grapple. It's a great way to get your full-attacking maniac into full-attack position, preferably into flank. In a pinch, you can ready an action to ddoor away if the crab-octopus-of-grappling-death attacks you, if you have no other way of dealing with it.
Black Tentacles has its place -- it's great against mooks -- but anyone in your party who wants to be in melee will be sad. It can take a LONG time to kill stuff and sometimes makes battles less fun. I wouldn't pick it up as my first 4th level spell unless I were planning on preparing a lot of Intensified Fireballs instead. Fear is also useful against mooks, and still allows your barbarians to gleefully engage in the slaughter they love.
Dimensional Anchor is occasionally necessary; in my groups it usually ends up being the cleric's responsibility, if there is a cleric. As a wizard, though, it's probably something you'd want to put in your spellbook for when you need it.
Enervation is good. Bestow Curse is probably good, especially if you already use Spectral Hand.
| Rashagar |
I think Resilient Sphere is my favourite. That or Calcific Touch.
You can't really go wrong with any of the ones mentioned, though I will say that for some reason I find the feeling you get when you miss with an Enervation to be much worse than the feeling when they make their save against Bestow Curse.
| Devilkiller |
Fear is fantastic though I've usually cast it as a 3rd level Bard spell instead. Enervation is nice if you roll a 4 and not so nice if you roll a 1. I think it is better for Sorcerers who can decide to use it when appropriate and spam it if needed.
I haven't used it yet, but I think Acid Pit seems like a fun spell. I've certainly gotten a lot of use out of its lower level cousin, Create Pit.
Of course Pits are kind of pointless against flying monsters except to create a little extra space in a tight dungeon, but altering the battlefield can be a lot of fun. Here are some potential uses:
- make low Reflex save melee goons disappear
- create a barrier (monsters on the other side probably can't hit you)
- discourage monsters from standing in the 8 squares around the pit
- get rid of potentially annoying inanimate object like a ballista, catapult, cauldron of flaming oil, boulder rolling in your direction, etc
- grant fascinated allies a new saving throw as they walk towards a harpy, compelling smelling plant, etc
- a place to hide from melee monsters and shoot Fireballs up at them (even better if you can Fly)
| Dr Grecko |
Well. You mentioned battlefield control, so I second the Obsidian Flow spell. I've locked down plenty of mooks with this spell. I prefer it over Black Tentacles, but they're both pretty good.
For non-battlefield control... Dragons breath is the most versatile blasting spell out there, and I use it with Preferred spell so that when the situation calls for it, I can bust out blasts whenever I feel like it.
Other options I like are Ball Lightning. Damage as a move action is always fun.
But, really, all the options in this thread are great in the right scenario's. You can't go wrong with any of them.
| David_Bross |
After seeing what a regular familiar can do with Shadow Projection I have to say that if you don't have an improved familiar, its pretty awesome. Even if you do, if you aren't heavily invested in UMD, its still pretty awesome.
| StreamOfTheSky |
One of the major benefits of Wood elemental Wizard is that they get Sirocco as a 4th level spell instead of a 6th level spell. And Sirocco is good even as a 6th level, so it would be my pick.
Lay down some other control spell beforehand to make it impossible for enemies to get out in 1 round and they're basically instant-exhausted with no save. If the respectable damage doesn't kill them first.
| Third Mind |
Sirocco is definitely going to be my school spell at 7th level and it should definitely be fun. I'm just looking which spell to get with the second allowed spell.
I suppose if keeping them in one spot is what I want, then black tentacles could be potentially useful there.
I hadn't really looked over dimension door thoroughly until recently. I didn't notice you could just send someone else instead of yourself and that it doesn't have a somantic component.
The possibility of Envervation rolling a 1 (and possibly more than once in a row with my luck) is a good point to consider here. However, I also feel like it'd be an amazing feeling when you hit a 4 as well.
Bestow Curse can wait. While I love the spell, generally I'd like to stay away from enemies unless they're already under control. Although, I have been looking for some good touch ranged spells in case stragglers get past the other members of the party. However in that case, shocking grasp or calcific touch may be better.
Scrying is definitely tempting, I sort of feel like I want something either offensive or defensive first, but with the role my wizard plays in the party in our campaign, scrying would be very fitting.
Shadow Projection is interesting. Is it any good if its just the wizard casting it? I ask because I went the arcane bond route.
ryric
RPG Superstar 2011 Top 32
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Black tentacles can be a big pain for your melees, so you have to be careful with it. Combine it with freedom of movement or a melee with a super high CMD vs grapple(human fighter can work well for this) and you have a spell that locks down enemies while letting your melee hack them to pieces.
Shadow conjuration is awesome for a sorcerer, but be prepared to get into discussions with your GM about whether you can believe your own spells. Can you ride your own shadow phantom steed, for example? Hammer out any oddball cases with your GM ahead of time so you aren't suprised during play.
| Dr Grecko |
Black tentacles can be a big pain for your melees, so you have to be careful with it. Combine it with freedom of movement or a melee with a super high CMD vs grapple(human fighter can work well for this) and you have a spell that locks down enemies while letting your melee hack them to pieces.
Go with Obsidian Flow instead. You get initial fireball damage to soften them up and your enemy's are now stuck to the ground on the initial cast. Afterward, the area is considered hindering terrain which means your Melee guys can walk up strategically and take them on 1 on 1. With the hindering terrain it also sets up an anti-charge barrier for if they finally do break the entanglement.
| ShoulderPatch |
Summon Monster 4 This is the level when it becomes viable as far duration and choices with the caveat that you are not playing a summoner
I like fire shield alot as much for nostalgia as well as use
*LoL* Just beaten to addng SM: IV [the only of my 'great' picks not on here yesterday]
3 solid celes/fiend animals that can fight [lion and rhino in partic.]Hound Archons can take orders/coordinate, or multip. lanterns from III
Mephits and all their spell goodies
It's a cherry spell, even useful at higher levels thanks to the Mephits and lanterns
Reynard_the_fox
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I second Telekinetic Charge. Fighters are the best projectiles ever, and using a standard action to essentially give them a free move and attack with a bonus AND set them up for a full attack will make you their BFF. Especially when that move can get them up to a space they can't normally reach. Granted, it gets better as time goes on, so taking it ASAP is probably unnecessary; but keep it in mind, for sure.
Oh yeah, and Confusion is a hilariously awesome spell, especially if the enemy hasn't noticed you yet. If any two enemies get confused and one of them attacks the other, they'll just keep swinging at each other until one dies or the spell duration runs out. Either way, a multi-target spell that reduces you to a 1/4 chance to act normally is pretty darn good in my book.
| Dr Grecko |
I second Telekinetic Charge. Fighters are the best projectiles ever, and using a standard action to essentially give them a free move and attack with a bonus AND set them up for a full attack will make you their BFF.
I forgot about Telekinetic Charge. An awesome (and hilarious) spell. Combine it with Reach Spell metamagic and proceed to launch your ally at break neck speeds :)
I used a Reach Telekinetic Charge to send our grappling monk after an enemy spell-caster across the battle mat. I didn't tell them I was going to do it which made it even more amusing. Hehe.
| Third Mind |
I know that summon spells are supposed to be amazing and I'm not contesting that at all. However, I do not have augment summons and will be taking Summon Monster 3 at next level. Would summon monster level 4 still be worth it?
Telekinetic charge is a definite possibility, although right now, we only have one melee character. A ranger duel wielding who has a hippogriff as their companion. We have an archer fighter, so I guess getting him a better shot would work well also.
Confusion does seem like it could be good fun if / when it gets through.
Thanks for all the insight everyone.
| EWHM |
Not truly a 4th level spell, but extended haste is awfully nice for long running battles with constant reinforcement streams. I've even had players research a level 4 version of haste that basically just has its duration extended.
Lesser globe of invulnerability is awfully nice also. Dimensional anchor is one of those spells you really want scribed on a scroll. You rarely need it, but when you do, you DESPERATELY need it.
Minor creation can be terrifically useful outside of combat. Scry and detect scry get you into the magical intelligence world (a lot like satellite and Electronic intel in the real world) in a big way. Ice storm is a weak direct area damage spell, but it has a fairly nice long lasting battlefield control component.
Wall of fire and wall of ice are some of your first wall spells. Walls are really nice for the purpose of channeling your opposition into your other AE effects, or for preventing your martials from getting too overwhelmed.