Spell Mastery Choice(s), Advice Needed


Advice


Long story short I've decided to take the spell mastery feat with my high level wizard (divination specialist, illusion/enchantment prohibited).

his int mod is currently +10, so my question for you all is this:

What spells would you suggest my wizard take to prepare for the eventuality that someone will be stealing his spellbook?

criteria
-any spell up to 9th level is fair game

.

current (in progress) list and reasoning:

-time stop (gives time to assess the situation and get out)
-greater teleport (get out of dodge and into the safe house)
-emergency force sphere (quick and easy defense in an emergency)
-overland flight (good for travel)
-mind blank (good for traveling unnoticed)
-plane shift (in case of being stranded on another plane)
-protection from elements (in case of being stranded on another plane)
-contingency (contingency)
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Most anything from the arcane bloodline bonus spell list for sorcerer's is make for solid choices, some of which you already appear to have.


(pardon the late reply) i'll look them over, thanks for the suggestion.


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Instead of taking Spell Mastery for the contingency of your spell book being lost, why don't you take the feat False Focus? Hear me out:

1. False Focus and then get multiple holy symbol tattoos worth 100 gold each.
2. Theoretically with False Focus you can cast Secret Chest without needing a replica chest (component worth 50 gold). If you don't need the component then you could argue you can just recall the chest with no restriction; it would also mean you have 0% chance of losing the component chest and the real chest.
3. Make a backup spell book with your most important spells in it. Put it in the component-less Secret Chest that you can recall at any time.
4. ???
5. Profit

Iffy rules wise, but I think my interpretation has some merit. Or your DM could laugh in your face if you suggested it. You know him better than I do :p

Shadow Lodge

I was in a similar situation with an enchanter once.

Some of my choices were Charm Person, Suggestion, Disguise Self, Dimension Door, Nondetection, and Erase, for homebrew campaign-specific reasons. I did have Heighten Spell, just in case.

Also of note in my situation was that nobody in the group trusted one another.

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