Entangle and sickening entanglement for a start. Plant growth is something you can set up well in advance if need be. Those generally require you to be in the wild somewhere of course.
Frost fall + rime spell works anywhere as does slowing mud, and both are worthwhile. Ice spears (possibly + rime spell) is also useful. Explosion of rot looks good though I haven't used it. Control winds can be amazing in the right situation.
Good spells for anti-flyer?
Ideally that's when you break out control winds. If you're not to that level explosion of rot staggers as well as damages, and flyers hate that, or air walk gets you or an ally up in the air. Failing that summon something flying or maybe use euphoric cloud to divide and conquer.
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The OP was three years old, so may not be looking anymore. That said:
3 Call Lightning -- medium range 30' vertical bolt 3d6 (or 3d10)
3 Swarm of Fangs -- flying swarm some damage
4 Ball Lightning -- medium range flying damage
4 Flame Strike -- medium range 40' tall cylinder of damage
5 Call Lightning Storm -- long range 30' vertical bolt 5d6 (or 5d10)
5 Insect Plague -- long range flying swarm
2 Cloud of Seasickness -- like stinking cloud, but make sickened
2 Euphoric Cloud -- like fog cloud, but can facinate to debuff
2 Fog Cloud -- staple spell for blocking sight
3 Ash Storm -- large area no sight and difficult terrain
3 Nauseating Trail -- personal stinking cloud marks where you went
3 Shadowmind -- make targets think they cannot see as well
3 Sleet Storm -- large area no sight and difficult terrain
3 Thorny Entanglement -- large area long term debuff with some damage
4 Ice Storm -- Some damage, then a cylinder of difficult terrain
4 Volcanic Storm -- Some damage, then a cylinder of difficult terrain