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All,
I'm running a 7th level Human Conjurer (Teleport) and I'm close to leveling to 8th.
I'm after advice on what 3rd and 4th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.
I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.
My opposition schools are necromancy and enchantment.
My spellbook contains the following spells
Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield
Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray
Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit
Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin
Any suggestions on what spells I should use moving forward would be much appreciated.
Regards
Prux

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Suggestions to look at and see if they fit your style...
3rd
Air Geyser (very funny spell)
Aqueous Orb
Arcane Sight (depends on GMs style of play)
Clairvoyance (depends on GMs style of play)
Darkvision, Communal
Deep Slumber (slow casting time, but one of the original SoS spells)
Explosive Runes - cast on a few scrolls before you adventure. Do you have a good Bluff skill?
Hold Person (Great SoS when it works)
Heroism (often overlooked buffer spell - LONG duration, and remember it also buffs skills!)
Mad Monkeys (totally funny spell! best Summon in the game) - esp. when combined with the PIT spells (Monkeys can climb DOWN a pit)
Puzzle Box (totally broken spell... put it on doors....)
Resist Energy, Communal (very situational - but ...)
Tongues
Unadulterated Loathing (wow... just wow...)
4th
Acid Pit (you got the other Pits...)
Confusion...???
Fire Trap - cast days before the adventure...
Phantasmal Killer (By far and away the #1 encounter ender)
Wall of Ice... (if you like Control spells)

Louise Bishop |

All,
I'm running a 7th level Human Conjurer (Teleport) and I'm close to leveling to 8th.
I'm after advice on what 3rd and 4th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.
I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.
My opposition schools are necromancy and enchantment.
My spellbook contains the following spells
Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
ShieldWizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching RayWizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked PitWizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin
Dang I always hate to see Necromancy opposed. It is one of the most powerful schools of magic. The only school that technically gets stronger as the adventuring day wears on. My personal favorite school.
2nd Level spell:
Command Undead- I know it is necromancy but you can create scrolls in your downtime. Those cheap scrolls can grab you Bodies to throw under a bus for your team mates. It is a very good spell.
Glitter Dust- Where the hell is it? I do not see it and it SHOULD be there. Seriously one of the better spells in the game and it belongs to your specialize school.
3rd Level:
Aqueous Orb- Your conjuration wizard...this is an awesome spell. Especially with Dazing or Persistent spell. This spell lasts all combat and can CC multiple creatures and also can move things around...Drop enemies into your pits...it is very versatile.
Stinking Cloud- This can wreck encounters in your favor.
Wind Wall- Put this on a scroll and have it ready for Encounters with Archers or Gases.
Fly- Cause this is important to get your frontliner to the enemy or to have for yourself to stay above the fighting. I've won encounters based solely on this spell. Cast on an archer and they can just rain death on things. If the enemy can not answer Flight they lose. Once you get overland flight this will strictly be for teammates.
4th level suggestions:
Emergency Force Sphere- This spell is your oh shit button. When your staring death in the face this keeps you alive. I can not stress this spell enough. In a game with a tough DM wanting to kill you...This makes an excellent Preferred Spell.
Acid Pit- I'm on the fence on this. It just really depends how much flying creatures and creatures immune to acid you face...Ask yourself those questions and if the answer is A lot of them...then disregard and keep using spiked pit.
D. Door- Cause it takes you places and escapes places. Paired with Emergency force Sphere it makes for a very quick get away.
Arcane Eye- Because Scouts usually die...this helps get information to prepare for battle. Always worth having access to. Learn it and throw it on a scroll.
Wall of Fire/Ice- Split the battlefield is always a good Idea. The wall of Fire has great return when Paired with A fighter type bull rushing them into it or Pit Spells. Later you can do that with spells of your own pushing foes back through the wall over and over again.

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Speaking of 2nd level spells:
Blindness/Deafness - best attack spell to take out living casters
Glitterdust - very very very useful
Mirror Image - you just never get a chance to cast it... (this is a correction, originally I listed it as 3nd, not sure why...)
Pyrotechnics - ... yeah. Great range too...
Spider Climb, though this is better on a scroll...
Summon Swarm - yeah, a summon spell...for those times when the enemy can't fight swarms... and the duration is CONCENTRATION + 2 rounds. Take it on a scroll, and cast it into another room, then close the door. Remember that Bats "see" invisible creatures, and can fly down into Pits...
Unnatural Lust... though this is better as a 1st level Bard spell...
Web - Situational - but an encounter ender.

tonyz |

Third level:
Fly - mobility, get around obstacles, laugh at pits, cast it on the party melee guy so he can get to the flying enemy
Stinking cloud - nasty debuff and line-of-sight blocker, totally nerfs enemy archers, good for blocking corridors
Magic circle vs. <alignment> - very good long-lasting buff, casting spells well before combat really helps with the action economy
Clairaudience/clairvoyance - look through doors, scout around, knowing what's coming up is always handy
Fourth level:
Dimensional anchor - situational, but shutting down teleporting foes starts to be important as you get higher in level
Dimension door - unparalleled short-range mobility, plus you can take people with you. ("Barbarian, fighter, take my hands <POOF> you're both flanking the BBEG")
Resilient sphere - shut down one foe, or protect one friend
Mass enlarge person - if you have multiple melee types in your party
Scrying - unparalleled information gathering, any distance

Dastis |
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Pretty good spell list already. Everyone else got most my spells. Will try to avoid duplicates
1st
Keep watch
Vanish
Secluded Spellbook
Dazzling Blade
2nd
Mount Communal
Searching Shadows
3rd
Ablative Barrier
Ablative Sphere
Spellsword
Dazzling Blade Mass
4th
Telekinetic Charge
@da wander Thanks for the puzzle box. Fun spell

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Pretty good spell list already. Everyone else got most my spells. Will try to avoid duplicates
1st
Keep watch
Vanish
Secluded Spellbook
Dazzling Blade2nd
Mount Communal
Searching Shadows3rd
Ablative Barrier
Ablative Sphere
Spellsword
Dazzling Blade Mass4th
Telekinetic Charge@da wander Thanks for the puzzle box. Fun spell
welcome!
Ablative Barrier is a great one too... picture it as an Alchemist Infusion handed to a Golem. Or even just cast on an Undead/Golem (immune to non-lethal damage).

Louise Bishop |

Ablative Barrier is a great one too... picture it as an Alchemist Infusion handed to a Golem. Or even just cast on an Undead/Golem (immune to non-lethal damage).
Yes it is. I like it on my Alchemists too but I LOVE it on my Spelleater Bloodragers.
The reason is that Lethal and Non-lethal damage is healed in EQUAL amounts for every point of healing. So say you have Fast healing 5. Ablative Barrier basically turns that into Fast Healing 10 as long as the spell is up and running. And with 1/hour per CL it should be up and running by level 8 with a extend rod. Means you can cast it the night before, Sleep and regain all your spells for the next day.
A wizard can benefit as well. I know the Imp has fast healing built into it so this would work well to cast on the IMP the night before and basically double it's fast healing.

John Mechalas |

This is a pretty good list.
If you are going to be outdoors at all, consider Stone Call (2nd Level). Not for the modest and non-scaling damage, but rather because it creates difficult terrain across a pretty large area (40' diameter). Use it to prevent charges and generally slow advances. As with many conjuration spells, there's no save and no SR. Circumstantial, but good to have on the list while traveling between places.

Havoq |

I imagine how I want to play the character, then I read every spell description on the class spell list and pick out the spells that match that vision. Sometimes I read them two or three times or six times, or nine times. I also read forum posts on how a certain spell works, and it's effectiveness for the slot. ..then I mull it over and take the ones I know I want, and if I can, I take a couple I might like to try.