Choosing a good lvl 1 and lvl 2 spell


Advice


I'm already at character lvl 8 so it's not the most important choice ever but I just can't make a decision.

As for the lvl 1 spells:

I've already got Vanish, Shocking Grasp, Memory Lapse, Magic Missle and Mage Armor(bloodline spell).

I'm torn between:

- Shield(so I can have even more bonus AC)
- Feather Fall(you never know when you need to jump down several feet)
- Identify(because I have a crappy spellcraft at the moment and I'm the
only mage)
- Comprehend Languages(because I don't have a lot of known languages)
- Peacebound

As for lvl 2 spells:

I've already got False Life, Resist Energy(bloodline spell) and Blindness/Deafness.

Thanks in advance :)


I've flagged this to be moved to advice forum. This isn't a rules question.

In any event, what class are you? Knowing your class will impact the recommendations you will receive.

Wait, nevermind. Since you mention bloodline, I will assume you are a sorcerer.

Don't pickup comprehend languages. It's good on a scroll. Buy a couple, don't waste a spell known slot. Identify spell is also one that is better as a scroll. Feather fall is okay, but you can also just get that effect by buying a couple of Snapleaf consumable items.

In fact, as general advice, as a sorcerer don't use a spell known slot on something you don't see yourself casting every day. It's a waste of spell known slot.

In other news use this guide to help you make decisions.


Without knowing your high level spell it is difficult to say what gaps need filling in your low levels spells..... typically low level are used for utility as characters gain access to high level spells. Low level spells are less effective as the creatures rmap up .... that said based on your current selection:

1: Protection from..... , Feather Fall, Dishuise Self
2: See Invisible, Invis., Rope Trick

All pretty generic and utility but I didn't have much to go on (your high level spells, theme, etc....)

Good Luck and Keep Rolling


Claxon wrote:

I've flagged this to be moved to advice forum. This isn't a rules question.

Weirdly enough I thought I had opened this in advice. Though I had the rules questions tab open as well. Might have happened there.


Sorcerer lvl 5, Dragon Disciple lvl 3.

Lvl 3 spells are fireball, haste and Fly(bloodline).

Grand Lodge

While I do not know your higher level spells I would recomend aoe spells. Burning hands is a nice low level aoe Color spray may also be good for a thing to help get away from things since it will stun for the round even the higher level things.

As a Level 2 I ways liked flaming Shpere since it can do 3d6 each round for your level in rounds out damaging a fireball if you are attacking only 1 person and you can even have 2 out at a time using both moves to move them to hit people.


TrollingJoker wrote:
Claxon wrote:

I've flagged this to be moved to advice forum. This isn't a rules question.

Weirdly enough I thought I had opened this in advice. Though I had the rules questions tab open as well. Might have happened there.

No problem, happens to the best of us.


TrollingJoker wrote:

I've already got Vanish, Shocking Grasp, Memory Lapse, Magic Missle and Mage Armor(bloodline spell).

I'm torn between:

- Shield(so I can have even more bonus AC)
- Feather Fall(you never know when you need to jump down several feet)
- Identify(because I have a crappy spellcraft at the moment and I'm the
only mage)
- Comprehend Languages(because I don't have a lot of known languages)
- Peacebound

As for lvl 2 spells:

I've already got False Life, Resist Energy(bloodline spell) and Blindness/Deafness.

1: Featherfall or Grease

Featherfall is an immediate action to cast, which means you can cast it out of turn (potentially; look up immediate actions). Also, it affects multiple people. This spell can literally save the entire party. It can even work on some traps (falling block trap) or attacks (dragon drops big rock).
Grease has multiple uses. You can enhance a friendly's resistance to grapples, disarm low level warriors, thwart climbers, and change the shape of the battlefield. Anyone in a greased area is flat-footed (except anyone with uncanny dodge, like a rogue or barbarian), which means even if they make the save and/or acrobatics check, they're easy prey. Your rogue will love you. This can prevent enemies from escaping, ruin enemy chances to charge... this spell is very useful.
Shield is also good for AC and also magic missiles.

2: You need something you can spam that doesn't have a saving throw. I personally love acid arrow because there is no save, no SR and it has nice long range. Invisibility is awesome because you can use it of yourself, or on others (by touch), or on objects such as doors or items you want to smuggle. One game, we had to figure out a mechanical puzzle and the mage made the panel invisible so we could see the inner workings. Pyrotechnics is great because it's 2 spells in one, provided there is a fire source. I like to pair it with Flaming Sphere, Wall of Fire or Summon Monster (fire elementals, who become disposable) to place it where I want.

As an aside, I've found Blindness/Deafness to be meh. It's a fort save, and most enemies you'll face have good fort saves. Instead, I rely on spells like Pyrotechnics or Glitterdust which are multipurpose and/or have Will saves. It's my personal opinion to swap out Blind/Deaf for Glitterdust, which is an AoE will-save-or-blindness spell, plus it reveals hidden and invisible creatures.

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