good 2nd level quickened spell


Advice

Scarab Sages

Well my conjurer can cast 6th level spells. What's a good combo for quicken and heightened if needed?


Summon Monster is a good one for quicken to eliminate the long casting time.

Invisibility for escaping when you are suddenly mobbed by melee guys.

Shield is good for immediate defense.

Glitterdust or web are still good even at higher levels if you want to double up on offense with quickened spells for a nova. Blindness and create pit are not bad either.

Silver Crusade

Seconding Invisibility, since now you are invisible and casting what will likely be your favorite spell won't dismiss it.

Web can also be a good annoyance, but since Quickening a spell doesn't modify the level used for save DC, I'ld avoid the SoS spells.

Scarab Sages

Quickened Web + Fireball is always a nice combo.

Silver Crusade

Now, it is a problem for keeping your treasure at times, but if things get dire, I'll suggest Dispel Magic and a Quickened Shatter, something I'm planning, minus the Quicken, in Pathfinder Society. A fighter just kind of loses a lot of bite if you take his favorite blade, and render it into splinters of metal.


Usual suspects for Quicken are things you *need* to get out in a hurry.

Mirror Image, Blur, Resist Energy....

Suspects for heighten are generally spells you want to increase your DC on - because the produce a useful effect at higher levels but saves outstrip the utility of a lower level spell. Hideous Laughter, blindness/deafness, glitterdust, create pit... increasing the DC on these spells can still yield results at higher levels.

For the money - a lesser rod of quicken is worth every penny of gold if you can get one - and it opens up your third level spells as well. Yes it's only 3 times per day but you don't have to pick them ahead of time and keeps your higher level slots open for interesting stuff.

Sovereign Court

I usually try to keep my highest-level slots filled with my most powerful spells, since you're giving up a huge effect for a bit of action economy. That being said, Mirror Image and Resist Energy are good contenders, since they let you continue casting offensively without being worried about getting one-shotted before your next turn. Obscuring Mist and Vanish are good 1st-level defensive options.

The other option is to help you get off spell combos. Quickened True Strike + Hydraulic Torrent can push a large number of foes quite a distance, since you get more distance for every 5 by which you win at a Bull Rush. Depending on your GM, Aqueous Orb + Quickened Hideous Laughter can make a two-hit KO, though it requires them to fail 3 saves. Flaming Sphere + Pyrotechnics, Create Pit + Battering Blast, and See Invisibility + Glitterdust are all good too.


Val'bryn2 wrote:
Now, it is a problem for keeping your treasure at times, but if things get dire, I'll suggest Dispel Magic and a Quickened Shatter, something I'm planning, minus the Quicken, in Pathfinder Society. A fighter just kind of loses a lot of bite if you take his favorite blade, and render it into splinters of metal.

Wouldn't just using grease be the better option 90% of the time.

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