Best Spell from Non-Wizard Spell list


Advice


As a wizard, If you could choose 1 spell from outside the wizard spell list to add to your spellbook, making it castable at +1 spell level (1st level cleric to 2nd level wizard), what spell would you choose?

Theme of wizard is generally a summoner, but not restricted that way.

Let's work in vacuum. Any character level and no party synergy requirements.


I need more information, it all depends on my wizard.


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Heal.

Fixes so many things.


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Some top choices for me: breath of life, raise dead, heal. Level and the rest of the party could alter these, and if I didn't prefer bonded objects it would also change things.


What level is your wizard?
What's your wizard's alignment, and what kind of spells does he stay away from?
What's your party like? Do you have access to (and the ability to use) wands of Cure Light Wounds?

Because my knee-jerk reaction would be CLW or Raise Dead, if you don't have access to them otherwise.

Animate Objects isn't exactly "summoning", but it might be close enough for your character's liking. Level 6 on the cleric list.

Creeping Doom (summoner 5 or druid 7) is a Conjuration (Summoning) spell you don't otherwise have access to. Throw 4 swarms at anything ground-bound, and watch them scream. Insect Plague (summoner 4, druid 5) is similar, but weaker and flying.

Getting Summon Nature's Ally (any) lets you take a few feats that boost your summons (Moonlight/Starlight/Sunlight Summons.)

Scarab Sages

Heal.


Pff, I'm a wizard. What need have I for such things?

...Yeah, heal is solid at higher levels. Before that... greater angelic aspect from the paladin list gets you a plethora of nice effects for a level 5 spell. The regular version isn't too shabby either.


Good Hope is an amazing Buff

Some others have been covered.

If you use Blood Money then lesser restoration is a good grab.


I can see the advantages of heal or some sort of resurrection magic, but I don't think I would pick that. Having either of those spells wouldn't remove the problem of having a party member have access to the one's I didn't have, and I'm probably not interested in using my spell slots on them anyway.

I'd be looking for something more unique and interesting, but still powerful. Right off, both find the path and awaken are ones that would interest me.


I like the healing spell ideas, but Dave Justus is right. That's a little pedestrian. Looking for something distinctive.


Mark of Justice to ensure that your minions stay in line.

Plant Growth to make friends and influence people.

Spite for another layer of defence.

Etheric Shards because it's a nasty-looking area denial spell.

Vomit Swarm if your summoner doesn't otherwise have a standard action summons.


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Alchemical Allocation. It's fantastic 5-20. Potions are terrible as single use items, but they are utterly fantastic as per-day ones.

RPG Superstar 2012 Top 32

Spellstaff? Commune? Twin form?


Commune is better acquired off an improved familiar. Other two are pretty good picks.


Still a good pick, since you might not have that particular familiar (or, indeed, any familiar).


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Ill Omen is witch only 1st, so a great spell for a wizard. Great debuff.

Thorny Entanglement is large area repeating damage on a few lists, but not wizard. It gives a 40' radius zone of thorns, with an additional 15' danger zone. Figure out how to make plants throughout the area and then cast this, and you have a killer area denial combo.

Brand is inquisitor only, 0th level spell. Use it again and again as a 1 hp damage cantrip. Unfortunately, touch range, but that is what spectral hand is for.

/cevah


Ill Omen and a Familiar that can use a wand is a ruthless combination.

Etheric Shards is a lot of fun.

And there's nothing quite like Storm of Vengeance when you need to tell everyone within a few football fields what you really think.


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To come up with a more specific example of how and why:

Faith Magic Wizard Arcane Discovery (caution: not PFS-legal according to Archives of Nethys, which unfortunately doesn't give a link) wrote:
Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell’s actual level. This is cast as a divine spell.
Mystic Theurge, Requirements section wrote:
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
  • Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.
  • Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

(Note: Since Faith Magic lets you cast an actual divine spell rather than a divine spell-like ability, of 2nd level if you chose the right one, the SLA FAQ nerf does not apply.)

So if you are a 7th level Wizard, you could take Faith Magic to get a 2nd level Domain spell (which you cast from a 3rd level spell slot -- not clear if this lets you count it as a higher level spell for the purpose of Save DC), and take a 1 level dip in your divine class of choice, and then become a Wizard-focused Mystic Theurge with the loss of only 1 level of Wizard spellcasting, with divine casting being mainly for utility (at least until you get to much higher levels). So then the question becomes which 2nd level Domain spells are the best to do this with. So you will be juggling a few things to figure out with respect to which spell to pick for Faith Magic:

  • The spell has to be from a Domain (or Subdomain(?) -- technically may not be an allowed substitution) that your deity offers, and some deities might not have any good choices;
  • The spell should be useful in its own right;
  • The spell should be not already on the Wizard spell list (this is normally fixed, but could be altered by your choice of Arcane School or archetype (for instance, Elemental School or Thassilonian Sin Magic Specialist);
  • If possible, the spell should not be on the spell list of your chosen divine class if it didn't have the Domain; related to this, if your chosen divine class has Domains, you want it to be from one of the available Domains that you didn't choose;
  • The spell should not be late entry unless you can somehow get a big benefit out of casting it from a higher level spell slot.


Doomed Hero wrote:
And there's nothing quite like Storm of Vengeance when you need to tell everyone within a few football fields what you really think.

I prefer using Control Winds to make a hurricane for mass destruction myself. Lower level, bigger area, longer duration. Requires a moderate wind to start till CL 16, but they're not that rare (over 11 is actually average in a lot of places)

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