Advice on 7th Level Wizard Spells


Advice

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,
This is a follow on from a previous post where I asked advice about 6th levels spells.

I'm running a Human Conjurer (Teleport) that's just hit 13th level Human Conjurer (Teleport).

I'm playing in the Giantslayer AP.

I'm after advice on what 7th 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
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Wizard 6
Chains of Light
Disintegrate

Any advice would be appreciated.
Prux


Pathfinder Adventure Path Subscriber

Prismatic Spray is tons of fun.


Fun, but not reliable or especially effective. Avoid prismatic spray.

I'd get greater scrying because it's the best info gathering spell you can find. You also probably want a reliable area effect spell for battlefield control and reverse gravity has no SR & often no save, though admittedly it won't work on flying creatures. Greater hostile juxtaposition is an interesting defensive spell and of course you want a spell from your arcane school. GHJ and one of the other two IMO.


Limited Wish is always a great choice.
Spell Turning can be Game changing verses high-level casters.
Forcecage offers some good control.
Prismatic Spray is fun but not reliable. I have had it work wonderfully and then had it just be a bust. If you like random chance this will satisfy that random chance for you.
Reverse Gravity is a good choice and popular among forum goers here.

Sadly for your Speciality school and avoiding summoning Level 7 is lackluster. Plane shift is good to have on hand as is greater Teleport. Caustic Eruption is a Business spell that if you can get meta-magic gems you can have a hail Mary AoE blast to try and end threats surrounding you. But usually, the Standard is better for a teleport away because you will be safer.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I actually took Opposition School, and now have Necromancy. I haven't been able to edit the original post.


Prux wrote:
I actually took Opposition School, and now have Necromancy. I haven't been able to edit the original post.

To add to my list then:

Waves of Exhaustion


For you school spells consider

  • Plane Shift
  • Walk Through Space

For non-school spells consider

  • Banishment
  • Elemental Body IV
  • Particulate Form
  • Grasping Hand
  • Mass Planar Adaptation
  • Resonating Word
  • Subjective Reality
  • Forcecage

Reverse Gravity, in my experience tends to be kind of meh, in a dungeons many rooms will have ceilings too low for the spell to be meaningful, and too many targets and fly and/or teleport.

Prismatic Spray is fun, but too random to be taken seriously.

Elemental Body IV, Particulate Form Walk Through Space and Subjective Reality all offer some serious defensive options. Something you will need to survive at a level where many opponents can teleport directly to a wizard, bypassing the melee orientated characters completely.

Limited Wish should be in your spellbook, but is far to expensive to be constantly used as a crutch.


Project image is a nice self preservation technique. Black tentacles greater is situationally useful, waves of exhaustion can be fun. Limited wish is good as others have said, depending on the types of enemy you face reverse Gravity is nice.

Liberty's Edge

I know you're playing Giantslayer, but do you have access to the feat Acdamae Graduate from the Curse of the Crimson Throne Player's Guide? It makes casting a prepared summon spell a standard action.


Theconiel wrote:
I know you're playing Giantslayer, but do you have access to the feat Acdamae Graduate from the Curse of the Crimson Throne Player's Guide? It makes casting a prepared summon spell a standard action.

I think it is less the Action economy of summoning and more that summoning takes more book work and brings combat speeds down. He specifically said he was steering clear of those options.

Liberty's Edge

Theconiel wrote:
I know you're playing Giantslayer, but do you have access to the feat Acdamae Graduate from the Curse of the Crimson Throne Player's Guide? It makes casting a prepared summon spell a standard action.

EDIT: Oops. Wrong thread.

Scarab Sages

Theconiel wrote:
I know you're playing Giantslayer, but do you have access to the feat Acdamae Graduate from the Curse of the Crimson Throne Player's Guide? It makes casting a prepared summon spell a standard action.

I know it's in the wrong thread, but I was reading through this thread looking for similar advice, and this just leaped out at me. My wizard does use summoning spells and I've been lamenting that clerics have a feat to reduce the casting time, but wizards don't. I have the Curse of the Crimson Throne player guide but had never noticed that feat. Thanks for mentioning it. Now I just have to see if my GM will allow it.


Good spell list for the most part. Most complaints I would have are void assuming you leveled him up from low levels

Lv7 Spells
Arcane Sight Greater
Hostile Juxtapostion Greater
Form of the Alien/Esoteric Dragon II
Create Mindscape Greater
Shadow Body
Subjective Reality
Spell Turning
Ethereal Jaunt

I like limited wish but really it should be a scroll or something prepared later in the day


At the end of the day, pick what you feel fits the character, and what you feel you'll enjoy using. And since you're a Wizard, you can always add new spells through scrolls or spellbooks!

Based off of what you have and what I tend to prefer, my suggestions for new 7th-level spells would include:

  • Greater Teleport - Which is Conjuration and fits with your current theme.
  • Waves of Exhaustion - Which is an excellent and very powerful debuff.

    And if your GM is willing to include 3.5e material, I would also suggest:

  • Avasculate - Since you have Necromancy at this point, and it is quite potent (but very evil).
  • Stun Ray - Because Rays are great, and it is a Conjuration spell.
  • Ruby Ray of Reversal - Which is very utility.


  • Gremlington wrote:


  • Ruby Ray of Reversal - Which is very utility.
  • Whoops! Grabbed the wrong version. The revised 6th-level Ruby Ray is far more accessible (and still a good spell).

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