The wizard's Spell Blending at lower levels


Advice


Pathfinder Lost Omens Subscriber

Spell Blending can be strong at higher levels, particularly since it is one of the ways in which a wizard can gain extra 10th-level slots, though it has the problem of being not very good at lower levels, no? I cannot imagine that the cantrip tradeoff alone is particularly valuable from 1st through 4th level.

Am I missing something about Spell Blending that makes it genuinely useful at lower levels, especially when the versatility-expanding Spell Substitution is right below it? Retraining class features takes a month, so this is not very easy to retrain into, either.

I mean, if cantrips are in such high demand, there is always Improved Familiar Attunement, and that does not sacrifice one of the precious few spell slots at lower levels. At lower levels, every spell slot counts, right? Giving up a 1st-level slot at 5th level (where Spell Blending really takes off) does not hurt, but it definitely hurts more at 1st level.


I like extra cantrips, I trade 1 thing that I will use only once a day for 2 things that I can use all day.


I'm seconding the extra cantrips. Its even useful at higher levels. Also, if you have a familiar, you can get an extra cantrip from the bond.

It is nice always have the 'right' elemental damage type available via a cantrip.


It's not very strong at low levels, that is true.

That being said I could see myself switching one 1st level slot for more cantrips at levels 1 and 2 to get more flexibility.

And starting level 3, I can switch two first level spells for a 2nd level spell, which looks like a good deal especially since so many spells have great heighten effects.

Examples: one 2nd level burning hands is better than two 1st level burning hands.

Having more 2nd level spells is also good for disabling builds, since 1st level color spray and sleep spells are probably not very useful at level 4.

And as you said, the thesis just becomes much more powerful at higher levels.


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Colette Brunel wrote:
Spell Blending can be strong at higher levels, particularly since it is one of the ways in which a wizard can gain extra 10th-level slots, though it has the problem of being not very good at lower levels, no? I cannot imagine that the cantrip tradeoff alone is particularly valuable from 1st through 4th level.

LOL Myself, I'll take that tradeoff all day at those levels: 1st level spells and cantrips don't start off much different and the cantrips auto-heighten. For the wizard, taking it means always having the right combat cantrip: Acid Splash, Daze, Electric Arc, Produce Flame, Ray of Frost, Shield, Tanglefoot. You can target whatever vulnerability you find, can hit out to 120', target 2 creatures, make a melee attack, Chances to immobilize/slow -10'circumstance/slow -10'status/stun/persistent damage. Heck, I might even want to Cantrip Expansion at 2nd to slap on a few utility cantrips too.


Pathfinder Lost Omens Subscriber

Improved Familiar Attunement nets a familiar with multiple abilities, and a single one of those abilities alone can grant another cantrip. It does not sap away at a precious 1st-level spell slot at the lowest of levels.


Colette Brunel wrote:
Improved Familiar Attunement nets a familiar with multiple abilities, and a single one of those abilities alone can grant another cantrip. It does not sap away at a precious 1st-level spell slot at the lowest of levels.

Or you take Familiar with your first level class feat and Spell Blending and get 2 extra cantrips.


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Paradozen wrote:
Colette Brunel wrote:
Improved Familiar Attunement nets a familiar with multiple abilities, and a single one of those abilities alone can grant another cantrip. It does not sap away at a precious 1st-level spell slot at the lowest of levels.
Or you take Familiar with your first level class feat and Spell Blending and get 2 extra cantrips.

Or 3 extra cantrips and the ability to get back a focus/day. ;)

Colette Brunel wrote:
It does not sap away at a precious 1st-level spell slot at the lowest of levels.

If you feel they are too "precious" don't use them, it's a voluntary swap: for myself, they aren't very precious as I'm swapping a single once per day ability for 2 all day options so it's a single burst of power vs greater versatility.

PS: It also allows you to swap out your school slot which can be a boon. For instance if you're enchantment or necromancy and you're fighting undead, your charm or ray of enfeeblement is sitting there doing nothing anyway.

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