Which 1st level spell would you cast 20x in a day...


Advice

Grand Lodge

My DM is allowing the Elf rogue FCB to grant +1/2 times per day for Major Magic. This means that with unchained I could end up being able to cast a particular 1st level Wiz spell 20x per day.... which spell is worth so many castings.


2 people marked this as a favorite.

For a rogue? Vanish.


Larkos wrote:
For a rogue? Vanish.

Yeah, that's the one.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Vanish is the natural choice. If you're looking at taking Quicken Spell-Like Ability, I'd probably also consider True Strike.

It's also worth noting that you typically aren't allowed to augment something before you have it, so this would have to wait until 3rd level at least. Your GM can overrule that, of course.

Grand Lodge

Doesnt seem very exciting... but I suppose its the most practical.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I assume Acid Splash is the 0-level?


Vanish is the obvious choice, though things like Dazzling Blade, Thunderstomp or just free Shield can be useful depending on the character.


Chill Touch or Frostbite could be good choices too.

Magic Missile can be good in its own weird way, you can't sneak attack with it, but if you ready an action not much is anywhere near as good for messing up casters.


Unfortunately Frostbite isn't on the Wizard list, as sad as that is.

Grand Lodge

Yep Acid Splash for 0-level

Dark Archive

For utility alchemical tinkering or unseen servant is good. Otherwise, just go with what others have mentioned if you want more damage/stealth.


London Duke wrote:
Yep Acid Splash for 0-level

Which means it would be a bit of a waste to spend FCB to get it 20 times a day. Just a single dip into wizard, and you can get it infinitely, as well as some other nice cantrips and a nice bump to will saves. Obvioulsy, that would be at a cost to BAB and rogue ability progression...but it can be an acceptable trade.


BadBird wrote:
Unfortunately Frostbite isn't on the Wizard list, as sad as that is.

Good catch, I always want to rob the witch list rather than the wizard list. Ill Omen and Cure Light Wounds would be amazing choices too, but are also not valid.

Grand Lodge

For stealth- Vanish

For manuvers and increased Acc- True strike

For defense- Shield or Protection from Evil (will saves are bad for rogues)

For more movement speed- Exp. Retreat

For messing with casters and ranged option- magic missile

For an archer- gravity bow

For the lazy- mount. Triggering traps instead of Disable device, can be used as cover, can drop ontop of enemies inside a pit if your caster likes pit spells. Also a good test of gases/fogs to know if the are dangerous. Can be used to keep swarms busy. Lots of applications.

For 0 level spells I like:
Breeze for the bump to saves
Detect magic for reasons
Message isn't bad for scouting
And mage hand does come in handy


Featherfall, so you never have to descend the stairs as a mundane chump again!


Vanish seems the best choice honestly, it has many uses. That said, a few others that are solid pretty much most of the time would be:

- Snowball - Ranged Touch very solid damage at lower to mid levels, bypasses SR and has a chance to make an enemy staggered. Mmmmm.

- Silent Image - Depends on the DM, but there are lots of uses for this, albeit largely defensive in nature. You could potentially use it to sneak up on people, seem like you're just a person talking to another much quieter person, conjure up a wraith, make a bridge look like it exists when it doesn't, make a dark hole open on the ground to manipulate enemy movement (potentially), etc...

- Grease - Multi-purpose. Helps in grapples, can target weapons or the floor. Maybe more if you have a forgiving DM.


Magic missile. Even if not useful in battle to you specifically join the circus and use the trick as an act of some kind.


Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?


Zodiac107 wrote:
Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?

As far as I know any missile or thrown object can sneak attack unless explicitly said otherwise by something.


Concur on Vanish, but also worthy of consideration...

Infernal Healing (200 hp / day of self-healing)
Long Arm (+5 ft of reach can be very handy)
Mirror Strike (as it may allow you to get sneak attack on more than one opponent in one attack)
Memory Lapse (if at first your intimidate is not successful, try, try again...)
Windy Escape (assuming you are a Sylph or your GM will let you pick up racial spells)

-TimD


Renegadeshepherd wrote:
Zodiac107 wrote:
Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?
As far as I know any missile or thrown object can sneak attack unless explicitly said otherwise by something.

MM dosent have a hit Roll it is not a Real attack it dosent get sneek.:(


Cap. Darling wrote:
Renegadeshepherd wrote:
Zodiac107 wrote:
Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?
As far as I know any missile or thrown object can sneak attack unless explicitly said otherwise by something.
MM dosent have a hit Roll it is not a Real attack it dosent get sneek.:(

aw :(


corrosive touch for when you just can't hit the guy, but you still want your sneak. Better than shocking grasp because no sr and acid is resisted less than electricity (though not by much).

Otherwise all the high notes have been hit as far as I can tell.

Grand Lodge

Windy Escape could be pretty handy as well. I'm not sure I'd invest in getting it up to 20/day though.

Sovereign Court

I'd avoid the touch attack spells. While handy early - you can grab a pair of Deliquescent Gloves instead. With TWF & SA, they'll do considerably more damage and you can use Major Magic for something else.


It's a pity that the DC is fixed, or Dazzling Blade could get very interesting.

Thunderstomp is powerful in that you're able to use your class level as your caster level as your BAB to make a ranged trip, though you would want to be decent at tripping already to really work it.


Anticipate Peril?


1 person marked this as a favorite.

All of them? The Bookish Rogue Feat means you can change to what you need at that moment.

Granted it takes 10 minutes, but hey grab a minute cast what you need spend another 10 changing it back for the next combat and move on, or leave it.


Pathfinder Lost Omens Subscriber

bookish rogue then all of them

ninja'd by 48 minutes damn...


Stone Shield can be nice if you adventure someplace that the earth/stone isn't an issue.

Grand Lodge

A lot of good ones above, of those I haven't seen Liberating Command is on my list for potential to cast a lot. It's way more situational, but nothing like a free escape artist check at a bonus. I've been in a PFS scenario where I've seen two separate casters blow every first level slot on those. (Probably 14 or so casts across 3-5 combats).


Zodiac107 wrote:
Cap. Darling wrote:
Renegadeshepherd wrote:
Zodiac107 wrote:
Magic missile can also be split up on to several targets, and correct me if im wrong, but wouldn´t you be able to sneak attack with all of those missiles?
As far as I know any missile or thrown object can sneak attack unless explicitly said otherwise by something.
MM dosent have a hit Roll it is not a Real attack it dosent get sneek.:(
aw :(

And even even if you could use Sneak Attack with Magic Misille, this FAQ would limit Sneak Attack to one missile.


I would go with Color Spray, you did say 20 times a day right ?

even for 5 hd or more = 1 round of being Stunned
= Stunned: A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses its Dexterity bonus to AC (if Any)

3 or 4 hd = Blinded and stunned 1d4 rounds + 1 round of Stunned.

1-2 HD = Unconscious, blinded and stunned 2d4 rounds, blinded and stunned +1d4 rounds, and then +1 round of stunned.

15 foot cone-shaped burst

..........................

Blast them this round, then Sneak Attack them next round to finish them off.


The problem with Color Spray is that you've got nothing but 11+INT to beat their will save, or you've completely wasted your time.


True, but thankfully

Barbarians, Fighters, Rangers, and Rogues have bad will saves.

Animals, Construct, Magical Beast, Ooze, Plants and Vermin, normally have bad will saves in general.

...........

beside magic is always a gamble in Pathfinder.
between the concentration check to cast it, the AoE cause by casting it, the damage you take from being hit by the AOE, the saving throw the creature has, and then Spell resistance, then spell immunity / damage resistance.

Ya might get lucky, and the DM, roll 1-5 on the saving throw :)

.................

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Oliver McShade wrote:

True, but thankfully

Barbarians, Fighters, Rangers, and Rogues have bad will saves.

Animals, Construct, Magical Beast, Ooze, Plants and Vermin, normally have bad will saves in general.

...........

beside magic is always a gamble in Pathfinder.
between the concentration check to cast it, the AoE cause by casting it, the damage you take from being hit by the AOE, the saving throw the creature has, and then Spell resistance, then spell immunity / damage resistance.

Ya might get lucky, and the DM, roll 1-5 on the saving throw :)

.................

Of the 6 creature types you listed, 4 are completely immune to color spray.


Abraham spalding wrote:

All of them? The Bookish Rogue Feat means you can change to what you need at that moment.

Granted it takes 10 minutes, but hey grab a minute cast what you need spend another 10 changing it back for the next combat and move on, or leave it.

Brilliant! I had forgotten about that option. Still, for a Rogue you are probably going to make Vanish your choice most of the time.

Sovereign Court

-True strike, sneaking around and having a true strike ready for the ambush sneak attack...hell yeah.

-if I'm an elf or half-elf: Blend, especially with a rogue, it is almost way too perfect. Vanish if I am not an elf/half-elf.


Some Other Guy wrote:
Oliver McShade wrote:

True, but thankfully

Barbarians, Fighters, Rangers, and Rogues have bad will saves.

Animals, Construct, Magical Beast, Ooze, Plants and Vermin, normally have bad will saves in general.

...........

beside magic is always a gamble in Pathfinder.
between the concentration check to cast it, the AoE cause by casting it, the damage you take from being hit by the AOE, the saving throw the creature has, and then Spell resistance, then spell immunity / damage resistance.

Ya might get lucky, and the DM, roll 1-5 on the saving throw :)

.................

Of the 6 creature types you listed, 4 are completely immune to color spray.

You are right.

what i get for scamming the entries, in a hurry...

Ok, True strike it is then.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Which 1st level spell would you cast 20x in a day... All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice