
JuliusCromwell |
I Could use Help Chosing Spells for my character?
1 Magic Missiles
2
3
4
5
6
7
8
9
10
11
12
2ND LEVEL
1 Mirror Image
2 Scorching ray
3
4
3rd level
1 Fireball
2
3
4
If I could fill out my 2nd and 3rd level spells that would be nice and hopefully some of my First level spells
Looking for spells to raise my defense and give me options outside of blasting.

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swap magic missile with snowball,
lets compare
snowball- (the evocation one)
1d6/level ranged touch attack, at level 6 thats 5d6+3 damage min, and potentially 5d6+13 (if you took a level of sorcerer orc/draconic per my suggestion in your other thread and used proper element)
vs 3d4+6 max.
More than double the damage. Its a touch attack as well.
1st level:
Vanish- good way to get out of dodge in most cases early one
Burning Hands- having one around in case a swarm comes around is handy.
enlarge person- good for keeping those beefy fighters between the enemy and you.
Comprehend Languages- Always useful to have, even if just so you can scribe scrolls
Detect Secret doors- same as above. Just general utility.
2nd.
Flaming sphere is actually much better bang for your buck until level 9.
3d6+3(9 if sorc dipped) every round for 6 rounds at level 6. And you can cast another spell while moving this one.
vs
scorching ray 4d6+3(11 if sorc dipped) once.
Burning Arc is also a better choice than scorching ray. At level 6, its 6d6+3(15) vs initial target, 3d6+3(9) vs the secondary, and 1d6+3(5) vs last. Scales better than flaming sphere as well.
Mirror image- good pick
other options for utility-
Invisibility- to help your parties rogue scout
levitate- float over terrian
knock- open things rogue can't
spider climb- Let your full plate paladin/fighter scale a castle wall
any/all of the stat boosting spells for crafting
3rd-
Haste- boost your party
Slow- good against low will save, hard hitting enemies by negating full round attacks
Wind wall- good against groups of ranged enemies.
Wall of Nausea- good battlefield control spell
Major Image- Fun
Fly- you can fly? he can fly!
Herosim- buff your BSF meatshield guard

avr |

OK, now I'm going to disagree with rorek a bit. Magic missile's automatic hit no save no energy resistances apply gives it a better niche than snowball. With +2-3 BAB, dex +2 or so your ranged touch attacks will miss sometimes (a lot vs. some enemies), and maybe you won't know what energy to switch to or you're out of uses of the admixture power. That's when you use MM.
Ranged touch attacks do succced more than reflex saves fail though. Scorching ray is more reliable than Burning arc, and by your feats you're up to CL7 if you don't dip, i.e. 2 rays.
Other spells; vanish and comprehend languages are good, enlarge person's value depends on the party composition. Other 1st spells which are likely good include heightened awareness; general utility includes silent image, ant haul, brightest night, monkey fish, handy grapnel, touch of the sea, ant haul. Sure casting is a spell for later on which it might be handy to have in your spellbook.
2nd level: mirror image will be useful for a long long time, get it. Ashen path and alter self are a couple of good utility spells. Command undead is a spell you don't prepare regularly but want in your spellbook if possible. Twilight haze is especially good for you since as a wrath specialist you don't get normal fog spells.
3rd level: heroism is a buff which may be useful for you directly or to keep your allies happy with you, and haste is just the best party buff. Invisibility sphere lets the whole party sneak. Barrow haze and black-light are a couple more non-conjuration 'fog' spells with their own merits if you don't get twilight haze. Mass dazzling blade is another fun party buff. Fly is probably a must-have.

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Sorry, I wasn't advocating only snowball, merely saying that as one of your go to damage spells, snowball will outperform magic missile until about level 9, maybe 7. Admixture helps you get around resistance.
I do agree keeping 1 or 2 magic missiles prepared for certian times is good. But levels 2-7 snow ball wins out in damage.
Burning arc and scorching ray interchange strength until level 11, where scorching ray is at its strongest.
The reason I advocate flaming sphere is that. In practice, it's a better damage spell than either for several levels AND can act as a minor control spell. As no enemy wants to stand in a burning sphere. Save a rogue perhaps.
I rushed my post a little and should have clarified, scorching ray is a great spell, later on. The other two provide more for the spell slot early on, and scale competitively until level 11 where scorching ray blows them out of the water.

JuliusCromwell |
JuliusCromwell wrote:Snow ball has a history in our group ...Yeah? What's the story there?
The GM at the time like a to run open world games and do random rolls well we travel. Some times there friendly / helpful events other times it's not. Well we came across a ooze Monster of some sort not sure what one it was Exactly but we where going or ignore it cause we had job to do. Well our druid who was good. Saw there was an over turned wagon with people trapped under it and the ooze slowly creepy toward them.
We were level 7 I think and from what we could gather the ooze was several leagues above us.
Well the Fighter did not want to risk his weapon so
The druid and the gun mage shot snowballs at it for about 6 rounds till it died. Cause it was portion far enough away to where we could get several rounds of snowballs off on it
The druid also drafted a golem of some sort with it since I think it ignores spell immunity or something and this was in the Monster fest.
A event that's shown up in several of are games and the druid ended up coming in first place.

pad300 |
Thassilonian Evoker means no abjuration or conjuration... That means a lot of wizard utility spells have fallen away. Also, don't know what you have by way of metamagic - reach spell can be really good
1st Level
Divination - Sure Casting, Identify (downtime), True Skill (mostly downtime), Anticipate Peril
Enchantment - Hypnotism (out of combat)
Evocation - Ear Piercing scream is a pretty decent 1st level evocation because of the Daze effect
Illusion: Color Spray, Vanish, Silent Image
Transmutation - Burning Disarm (situational), Crafter's Fortune (downtime), Expeditious Retreat, Enlarge Person, Feather Fall, Snapdragon Fireworks, Windy Escape (Racial, thus potentially not available), Alchemical Tinkering (Racial again, but really very versatile)
2nd level
Divination - Blood Transcription (downtime/scroll), Create Treasure Map (downtime/scroll), See Invisibility
Enchantment - Bestow Insight (racial, Downtime), Hideous Laughter, Investigative Mind (downtime)
Evocation - Burst of Radiance,
Illusion: Blur, Mirror Image, Invisibility, Minor Image, Symbol of Mirroring (Downtime spell that gets used up while adventuring)
Necromancy - Blindness/Deafness, False Life, Defending Bone (Religion, thus potentially not available),
Transmutation - Alter Self, Full Pouch, Rope Trick, Pyrotechnics, Spider Climb, Tears to Wine,
3ed level
Divination - Arcane Sight, Voluminous Vocabulary
Enchantment - Babble, Suggestion, Heroism
Evocation - Battering Blast, Channel the gift
Illusion: Invisibility Sphere, Major Image
Necromancy - Animate Dead, Lesser (provided you can find a good to work with corpse), Symbol of Exsanguination (Downtime spell that gets used up while adventuring, beware of evil tag)
Transmutation - Fly, Haste, Greater Magic Weapon, Slow, Burrow (situational)

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Intensify- raises the max damage of spells by 5d6, so IIRC fireball can go up to 15d6. Snowball can go up to 10d6, etc.
Dazing spell- great way to apply some serious debuffing. Slap this on magic missile and you can daze up to 5 enemies. (Although at the cost of a 4th level spell slot.)
Rods are great tools for casters, especially blasters.
Rod of maximize and empower greatly increase the effectiveness of your spells. The rod of empower works better if you take the sorcerer dip.
At level 10, with a rod of empower and sorc dip + proper element-
Fireball does 10d6+25 base. Rod of empower spell ups that to-
15d6+37
At level 15, if you intensify your fireball (which only costs +1 spell level)
That's 20d6+50 damage. With a lesser rod of empower and 3rd level spell slot. (Requires magical lineage fireball)

avr |

Spell spec. has dropped off your feat list again. Add it back at 7, then get intensified spell at 9? At level 10 you might consider opposition research (conjuration) or creative destruction, depending on whether you've been more annoyed by lack of teleportation or by enemies doing damage to you. Level 11 is the right time to get empower spell IMO.

JuliusCromwell |
Spell spec. has dropped off your feat list again. Add it back at 7, then get intensified spell at 9? At level 10 you might consider opposition research (conjuration) or creative destruction, depending on whether you've been more annoyed by lack of teleportation or by enemies doing damage to you. Level 11 is the right time to get empower spell IMO.
I thought all conjuration was off limits to me even with opposition research

Cevah |

You can get Shadow Conjuration (and greater) as a 4th level spell to finesse conjuration spells since it is not a conjuration spell.
It also gives you great versatility.
You might also want to look at Shadow Evocation (and greater) for a similar versatility for evocation spells.
/cevah