
Ganryu |

I play an elf wizard (teleportation specialist). We've just hit level 8. I have two level 4 spells currently: Summon Monster IV and Black Tentacles.
I'm having trouble picking spells because there are, quite frankly, quite a lot of them. It will take a while until I can buy spells in game. We're out in the wilderness. :O
I'm not allowed to pick spells from anything besides the core rulebook and the APG.
The spells I'm considering at the moment: (illusion and necromancy are opposition schools)
Dimension Door
Resilient Sphere
Acid Pit
Ball Lightning
Globe of Invulnerability, Lesser
Detect Scrying (i suspect we're being scryed upon)
Enlarge Person, Mass
Enchant Monster
Confusion

Anonymous Visitor 163 576 |

Resilient sphere is a bit similar to black tentacles and acid pit, as it occupies an opponent for a while.
It's also a defense, which is handy, and that gives it the edge, in my mind.
It's particularly good with dim door, so's you can move in and out of it.
Don't forget your meta-magic options. Silent dispel magic, or extended haste are also 4th level spells.

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Acid Pit is definitely nice since it can just straight-up kill things with low climb checks, but if you have Spiked Pit you probably can wait until you get back to town. It also destroys loot, which isn't good.
Confusion is definitely very nice. Resilient Sphere is nice in that it can be used offensively or defensively, though check with your DM about what spells can be cast through it. Trapping someone inside one with a swarm is fun.
I quite like Wall of Ice as a battlefield control at this level. Too bad about your opposition schools; Greater Invis and Enervation are both fantastic. You could also get Calcific Touch, one of my all-time favorite touch spells. (1 touch per level, 1d4 dex on a touch (no save), fort save or be slowed 1 round. Gets harder and harder to dodge touch attacks as dex gets lower. Turned to stone when dex hits 0.)

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I built a "blockbuster" wizard (normally Evocation/Admixture) on a Conjuration/Teleportation chassis; and IMO it's been a great trade-off (i.e., never having to worry about getting stuck in grapples, shackles, monster tummies, etc).
My 4th level slots at
* Spiked Pit
* Empowered Fireball (requires Magical Lineage trait)
* Resilient Sphere (or sometimes a 2nd EmpFB)
(The last one is to protect dropped allies in a healing-poor party.)

moon glum RPG Superstar 2015 Top 8 |
Even as a teleportation specialist, d-door is nice because it lets you take other people with you, and you can travel a long distance.
Note that it is likely that you will have 4 slots at 8th level, and most likely you'll have a couple of summon monster IV spells, and 2 other spells like black tentacles and, say, wall of fire. You want d-door in your spell book not because you will take it every day, but because it can provide a solution to a problem that can be solved after resting and regaining your spells.
D-door can get your whole part onto a tower, back into a dungeon that you had to fight your way out of, or, taken twice, into and out of a secret treasure chamber (whose precise location as been determined by a stolen map/seduced guard/tortured minion).
So I vote for d-door, and either wall of fire, or wall of ice.