
Lord Pendragon |

So at level 19, a magus gains access to 2 spells of each level, 0-6, from the sor/wiz spell list.
What spells are still pretty useful at those levels, by level 19? Currently these are the spells that have caught my eye. Am I missing any gems that would still be useful so late in the game?
0th-level: Message, Resistance
1st-level: Protection from Evil, Comprehend Languages
2nd-level: Resist Energy, Knock
3rd-level: Call the Void, Spiked Pit, Twilight Knife, Diamond Spray
4th-level: Arcane Eye, Aura of the Unremarkable, Emergency Force Sphere
5th-level: Feeblemind, Hold Monster, Permanency
6th-level: Contingency
Edit to add: Obviously I've omitted spells that also appear on the magus spell list. :p

Raith Shadar |

I don't have a lvl 19 Magus. I have one specced out.
Here are some of the spells I plan to take.
2nd: Resist energy
4th: Enervate (negative levels with the possibility of critting)
5th: Echolocation (so I can fight in mist), Fickle Winds (I hate archers)
6th: Hellfire Ray, Cold Ice Strike
A 15d6 no save fire ray and a swift action cold damage line spell would make for some very powerful and quick AoE damage.

Lord Pendragon |

4th: Enervate (negative levels with the possibility of critting)
I go back and forth with myself on Enervation. It's a great spell, but with two clerics in the party I am sort of figuring one of them at least will notice how awesome it is. Though I suppose by the time I get greater spell access I'll be able to tell whether or not one of them favors it or not.
Also I added Close Range into my build recently so I could use Ray of Frost to Spell Combat if I wind up entirely out of resources, and the chance to crit on Enervation on a 15-20 is, as you pointed out, very nice. :3
5th: Echolocation (so I can fight in mist),
You can get Blindsense via Monstrous Physique III as well, though that's only a 1 min/level spell versus a 10 min/level spell. Do you see the added duration as worth the extra goodies you'd get with Monstrous Physique?
Fickle Winds (I hate archers)
Heh. Does it work against firearms? Our game so far has seen more snipers than bowmen.
6th: Hellfire Ray, Cold Ice Strike
A 15d6 no save fire ray and a swift action cold damage line spell would make for some very powerful and quick AoE damage.
I was totally blown away by Cold Ice Strike. The quicken effect baked in is awesome.
Not so sure about Hellfire Ray. Setting aside the fact that it's [evil] so it wouldn't fit my character thematically, its only real benefit seems to be the half unholy damage that likely won't be resisted by much. An intensified empowered Shocking Grasp is going to do the same 15d6, and even without traits only cost a 4th-level slot, versus a 6th-level one. If you're willing to gamble on a save, you could go Disintegrate for a potential 38d6 on a failed save. Is there something about Hellfire Ray I'm missing? Or is it the fact that it's ranged, in and of itself?

Kayerloth |
Just a quick thought on your Fickle Winds vs bullets. I'd say at minimum it should provide a 30% miss chance =>
... Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) ...
It's neither an arrow or bolt nor is it a giant thrown boulder or other massive ranged weapon so it at least must fall into the "other ranged weapon" category.
And I'm confused by your comment on Enervation and the 2 party clerics. It's not normally, certainly not RAW, for clerics to have Enervation on their lists (outside of a specific domain(s) that I'm currently aware of?
I assume the 15-20 crit range you talk about is via using a weapon in the process.

Lord Pendragon |

Just a quick thought on your Fickle Winds vs bullets. I'd say at minimum it should provide a 30% miss chance =>...It's neither an arrow or bolt nor is it a giant thrown boulder or other massive ranged weapon so it at least must fall into the "other ranged weapon" category.
Good point. I'll have to see how prevalent ranged weaponry is at that point in the game, a 30% miss chance if we're facing groups of mook snipers could be very, very useful.
And I'm confused by your comment on Enervation and the 2 party clerics. It's not normally, certainly not RAW, for clerics to have Enervation on their lists (outside of a specific domain(s) that I'm currently aware of?
Huh. You are correct. For some odd reason I was under the impression clerics had access to it...but I was badly mistaken. It definitely goes on the list.
I assume the 15-20 crit range you talk about is via using a weapon in the process.
Yes, via the Close Range arcana and spellstrike.

williamoak |

I'm marking this since I've been looking for spell access ideas as well.
This is more of a flavor thing, but i'll probably take permanency, animate object and geas/quest, because I'm building mine to build constructs. It looks like we'll spend a lot of time underground, so I might want to build a burrowing vehicle (animate object, give it a burrow speed).
I've heard good things about heroism as well.

Lord Pendragon |

This is more of a flavor thing, but i'll probably take permanency, animate object and geas/quest, because I'm building mine to build constructs.
Nice! My group has an artificer who is going to be building constructs for our airship. :3 My magus is also an engineer, but uses it primarily for tinkering with his gunblade and helping maintain the airship.
It looks like we'll spend a lot of time underground, so I might want to build a burrowing vehicle (animate object, give it a burrow speed).
Oh man that is awesome.]

Raith Shadar |

echolocation is blindsight. Far superior to Blindsense. Blindsense gives you nothing but the ability to pinpoint things you can't see, it doesn't prevent them from getting their full bonuses against you.
I figure I can use a fog spell, monstrous physique with reach, and echolocation to completely destroy enemies without them doing much to do me back.

Lord Pendragon |

echolocation is blindsight. Far superior to Blindsense. Blindsense gives you nothing but the ability to pinpoint things you can't see, it doesn't prevent them from getting their full bonuses against you.
I figure I can use a fog spell, monstrous physique with reach, and echolocation to completely destroy enemies without them doing much to do me back.
Thanks for that clarification, I hadn't realized blindsight was so much better than blindsense, but reading over their descriptions, I see what you mean!

williamoak |

For fun, I found an image of the type of thing I want to build. I'm hoping our DM will allow it. He's already allowed us to create our own races (I'm part human, part construct, with very few of the advantages but hey! It's cool).
If I could, I would add limited wish (which is also fairly useful for crafting) but it's too high level...

Lord Pendragon |

For fun, I found an image of the type of thing I want to build. I'm hoping our DM will allow it. He's already allowed us to create our own races (I'm part human, part construct, with very few of the advantages but hey! It's cool).
Sweet!
If I could, I would add limited wish (which is also fairly useful for crafting) but it's too high level...
So would I, and it has nothing to do with crafting. :p

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I actually like to use that access to get some utility, especially if you're looking at a high level campaign without a general caster. If the campaign has a strong political element, I'd take at least one spell that can guarantee at least some short term privacy against scrying.
So here would be some of the spells I'd want.
Disguise Self, Polypurpose Panacea, Alter Self, Phantom Chariot, Secure Shelter, Tongues, Mage's Private Sanctum, Secret Chest, Unseen Crew, True Seeing, Greater Eldritch Conduit,

Lord Pendragon |

I actually like to use that access to get some utility, especially if you're looking at a high level campaign without a general caster. If the campaign has a strong political element, I'd take at least one spell that can guarantee at least some short term privacy against scrying.
That's actually a really good point. I've no idea how the campaign will develop between now and level 20. Currently our level of political chicanery is fairly know, but seeing as several of us are becoming more and more involved in organizations, it's entirely possible that the political element may present itself eventually. At least one of our clerics is climbing the ecclesiastic ranks in her church, and my magus is becoming more and more involved with a faction of the dragons of Argonessen.
I'll have to keep your suggestions in mind. It may be too early to tell, but that kind of utility could prove invaluable.
The only one I'm sure we won't need is Unseen Crew, since the party alchemist apparently has plans to build a crew of constructs for our airship. :)

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From what I have found there are only 2 threads with some advice for this ability. So I will resurrect this one and add some candidate.
Cantrip: Touch of fatigue (because anything with an effect is better than Arcane mark, even if it has a save);
2n level: See invisibility (I am surprised non one cited it);
4th: Secure shelter (unless someone in the group has it or an item with a similar effect). It would be far more useful at lower levels but it is a nice spell.