Spell sifting; Know two spells at each spell level stopping at 20 spells known. What would you pick for all the classes ?


Advice


^^^

The Exchange

Hmmm...

I think for a wizard:
1 - Mage Armor and Shield
2 - Mirror Image and Glitterdust
3 - Haste and Fireball
4 - Dimension Door and Greater Invisibility
5 - Fickle Winds and Wall of Stone
6 - Disintegrate and Greater Dispel Magic
7 - Mass Fly and Greater Teleport
8 - Form of the Dragon III and Prismatic wall
9 - Dominate Monster and Mass Suffocation

Honorable mentions (per level)

1 - Charm Person
2 - See Invisibility
3 - Heroism
4 - Wall of Ice
5 - Wall of Force
6 - Getaway
7 - Waves of Exhaustion
8 - Prediction of Failure
9 - Etherealness

Some of these are personal favorites rather than the "best" spell at that spell level, but if I could only cast these spells, I would still be a very happy wizard. I would consider Wish as one of the 9th levels spells, but it's stupid expensive and kinda of negates the purpose of this thread - same for the shadow conjuration/evocation line.

Grand Lodge

Cleric/Oracle
1-Command & Shield of Faith
2- Heroic Fortune & Shield Other
3- Resist Energy Communal & Prayer
4- Blessing of Fervor & Freedom of Movement
5- Wall of Stone & Life Bubble (Secretly Life Bubble is one of my Favorite Spells.)
6- Chains of Light & Heal
7- Summon Monster 7 & Greater Restoration
8- Summon Monster 8 & Greater Planer Ally
9- Miracle & True Resurrection

Honorable Mentions:
1- Moment of Greatness
2- Spiritual Weapon & Silence
3- Invisibility Purge- Great if no one in group is using Invisibility
4- SM 4 & Death Ward (I always end up using Death Ward in about every campaign at some point.)
5- Fickle Winds & Breath of Life
6- Blade Barrier (One of the Best Damage Walls in Game)
7- Waves of Ecstasy (Effects even on successful save)
8- Greater Angelic Aspect (Lots of Protection in 1 spell + Flight)
9- Gate


-- SHAMAN* --

1 - Heightened Awareness, Protection from Evil/Good/Law/Chaos
2 - Barkskin, Resist Energy
3 - Fly, Dispel Magic
4 - Scrying, Restoration
5 - Overland Flight, Wall of Thorns
6 - Antilife Shell, Greater Dispel Magic
7 - Heal, Ice Body
8 - Greater Planar Ally, Stormbolts
9 - Mass Heal, Polar Midnight

Honourable Mentions:
1 - Entangle
2 - False Life, Visualization of the Body, Visualization of the Mind
3 - Bestow Curse, Magic Vestment, Stinking Cloud
4 - Ball Lightning, Slowing Mud
5 - Break Enchantment, Breath of Life, Hunter's Blessing
6 - Wall of Stone
7 - Cloak of Dreams
8 - Blood Mist, Resurrection
9 - Massacre, Wail of the Banshee

*: This list is only from the base Shaman list, but in practicality that list would often be supplemented with Cleric spells using FCB (see Fruian's nice list for some nice ones to cherry pick), or even some arcane spells via the Lore spirit.


Awesome, thanks all. I'm trying to make a list of spells that are "worth" it.To speed things up a bit and not have players have to read though 1500 spells.


Fair enough, Lastoutkast, but they should realize they will be missing out on all sorts of great utility, or just cool flavourful stuff.

For classes like Clerics and Shamans who can pull from their full list at all times, having a good mastery of the many various options is critical to getting the most out of the class. When playing those classes (and other prepared classes like wizards) I frequently leave spell slots open at the beginning of the day so I can draw upon that versatility as occasion demands.

Also, you probably want to ensure you add all the key healing and condition removal spells to your list. They aren't exactly 'sexy' and won't necessarily appear in anyone's list, but they are crucial additions to the adventurer's toolkit.

Grand Lodge

The Steel Refrain wrote:

Fair enough, Lastoutkast, but they should realize they will be missing out on all sorts of great utility, or just cool flavourful stuff.

For classes like Clerics and Shamans who can pull from their full list at all times, having a good mastery of the many various options is critical to getting the most out of the class. When playing those classes (and other prepared classes like wizards) I frequently leave spell slots open at the beginning of the day so I can draw upon that versatility as occasion demands.

Also, you probably want to ensure you add all the key healing and condition removal spells to your list. They aren't exactly 'sexy' and won't necessarily appear in anyone's list, but they are crucial additions to the adventurer's toolkit.

I'll Agree with all this.

The open slot also helps if your not adventuring that day to fill in Hour/Level buffs and cast them before bed having them Up and running at the start of the next day with your Slot Open again. I basically Live in a Life Bubble when I get it as a spell for that level. Things Like Magic Vestment, Greater Magic Weapon, Mage Armor, Endure Elements (Pre Life Bubble lol), False Life or Greater, Defending Bone, A. Barrier (I make this look real sexy on my spell eater bloodrager). I use spell storing Armor/Weapons to fill on my off day and have more spells on the adventuring day and free action economy. Start using Cheap metamagic rods and you go even farther. Extend is Dirt Cheap gold wise.

The leave a spell slot open is a very handy thing to do once you get some game mastery going.


Completely agree, building a quick spell use is nice just to get the game going.

Fruian Thistlefoot wrote:
The Steel Refrain wrote:

Fair enough, Lastoutkast, but they should realize they will be missing out on all sorts of great utility, or just cool flavourful stuff.

For classes like Clerics and Shamans who can pull from their full list at all times, having a good mastery of the many various options is critical to getting the most out of the class. When playing those classes (and other prepared classes like wizards) I frequently leave spell slots open at the beginning of the day so I can draw upon that versatility as occasion demands.

Also, you probably want to ensure you add all the key healing and condition removal spells to your list. They aren't exactly 'sexy' and won't necessarily appear in anyone's list, but they are crucial additions to the adventurer's toolkit.

I'll Agree with all this.

The open slot also helps if your not adventuring that day to fill in Hour/Level buffs and cast them before bed having them Up and running at the start of the next day with your Slot Open again. I basically Live in a Life Bubble when I get it as a spell for that level. Things Like Magic Vestment, Greater Magic Weapon, Mage Armor, Endure Elements (Pre Life Bubble lol), False Life or Greater, Defending Bone, A. Barrier (I make this look real sexy on my spell eater bloodrager). I use spell storing Armor/Weapons to fill on my off day and have more spells on the adventuring day and free action economy. Start using Cheap metamagic rods and you go even farther. Extend is Dirt Cheap gold wise.

The leave a spell slot open is a very handy thing to do once you get some game mastery going.

Sovereign Court RPG Superstar 2009 Top 32

-- MAGUS --

(and bear in mind that the Magus can use his spell blending arcana to select wizard spells from the list above, as well)

1 - Frostbite, True Strike
2 - Bladed Dash, Mirror Image
3 - Channel Vigor, Fly
4 - Dimension Door, Greater Invisibility
5 - Overland Flight, Wall of Force
6 - Disintegrate, Form of the Dragon I

Honorable mentions:
1 - Silent Image (and shocking grasp, but that spell is seriously cliche by now, so you should try a different approach)
2 - Frigid Touch
3 - Sleet Storm
4 - Monstrous Physique II
5 - Teleport
6 - Greater Dispel Magic


I see two more issues if you want to compile a 'Best of' spell list:

1) Players are more familiar with older spells, so they might not even consider the latest goodies.

2) At least I wouldn't go for the 'best' spells for the 20 spells scenario but for the best composition. Meaning I try to cover all relevant bases, forgoing an excellent spell because I already got a similiar other excellent spell.

Anyway, here is my list for wizard / sorcerer:

0 Prestidigitation (scales with your creativity)
0 Detect Magic (sadly necessary, Mage Hand is much cooler though)
1 Mage Armor (because you can always end up attacked, and it allows crafting bracers of armor)
1 Color Spray (more risky than Sleep, but I find it more cool)
2 Invisibility (quite powerful even if foes have an idea you are there)
2 Mirror Image (makes your life much safer)
3 Fireball (the iconic, powerful damage spell)
3 Vampiric Touch (solid damage and first pseudo-heal of the composition)
4 Greater Infernal Healing (fills another niche than the cure or temp HP spells)
4 Ghost Wolf (utility, combat prowess and coolness in one package)
5 Teleport (great distances within a blink)
5 Telepathic Bond (utility depends on how much metagaming to transmit information is allowed; with more known spells I would have gone for Permanency though)
6 Chain lightning (strong damage spell, pick your targets)
6 Mass Bear's Endurance (nice group buff when things look grim)
7 Temporary Ressurection (get that divine caster back to work, so they can do the real raises)
7 Mass Fly (since Fly was skipped, this one is better action economy wise)
8 Dimensional Lock (stop these pesky demons from evading)
8 Form of the (Alien / Exotic) Dragon III (for the moments when you feel like melee - or intimidation)
9 Summon Monster IX (choose from the full list, with an impressive duration at that CL)
9 Wish (inherent ability score boosts are too tempting)

Most of the spells come from CRB actually - to be fair, the following books don't add that much and the CRB ones are the ones I am most familiar with (as decribed at the beginning).

EDIT: Technically the shadow spells from illusion school would unlock a lot more spells in this scenario, but for my taste the price is too high.

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