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Story
2013-03-30, 10:15 AM
Hi, I am currently playing a Level 7 Wizard (Divination: Foresight) specialist, but I've realized that my spell list isn't very good. In particular, I'm pretty much helpless against enemies with good reflex saves or Fire and Lightning resistance.

Do you have any suggestions for good spells to take? I have Dazing Spell, but no way to reduce the cost, so that pretty much limits it to a 1 round stun on Magic Missile or Snapdragon Fireworks, and fireworks is highly vulnerable to fire resistance. I think spells targeting AC would be particularly good since Prescience lets me reroll the attack roll. I also need some good will and fort save targeting spells.

Here's my current spell list. 3rd party spells are approved on a case by case basis (Animate Tools was bumped up to level 1).

1st
Animate Tools
Charm Person
Enlarge Person
Feather Fall
Glamour
Grease
Mage Armor
Magic Missile
Reduce Person
Silent Image
Skill Lore
Snapdragon Fireworks
Vanish

2nd
Create Pit
False Life
Locate Object
Pyrotechnics
See Invisibility




3rd
Aqueous Orb
Arcane Sight
Halt Undead
Haste
Seek Thought
Shrink Item


4th
Ball Lightning
Phantom Chariot
Scrying

Ravenica
2013-03-30, 10:19 AM
Geyser is a must have spell, and very useful with dazing spell, as shown by an earlier thread heh

acid cloud is good but you didn't mention your banned schools so it would be hard to pin down

the big question is why is your spell list so limited? You should be getting 2+int mod per level not to mention scribing scrolls and stealing other more dead wizards spellbooks :smallbiggrin:

Story
2013-03-30, 10:21 AM
Wait, you get 2+int mod per level? I thought it was just 2 per level. Anyway, banned schools are Enchantment and Abjuration.

Edit: PFSRD says it's two per level.


Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

P.S. I can't even cast Geyser or Caustic Cloud yet. I've only got 4th level spells.

Ravenica
2013-03-30, 10:36 AM
ah derp I forgot the int mod thing was something we houseruled back in because pathfinder left it out, been playing that way for years lol


still scrolls and spell purchases are a necessity to get your list as big as possible, you are a wizard you want all the spells XD lol

Back on Topic:
in that case you want pretty much every conjuration you can get, barring the SM line until higher levels as well as some of the nastier save or sucks from necromancy (enervation and bestow curse are both must haves as you hit that level)

The 4th level evocations suck but you seem to be missing the iconic (3rd level) fireball, which.... is pretty much unforgivable :smalltongue:

Daftendirekt
2013-03-30, 11:25 AM
ah derp I forgot the int mod thing was something we houseruled back in because pathfinder left it out


"back in"? It wasn't a rule in 3.5 either. 3+int mod at first level, but otherwise just 2 per level-up unless you had Collegiate Wizard. Pathfinder didn't change that.

Ravenica
2013-03-30, 11:31 AM
"back in"? It wasn't a rule in 3.5 either. 3+int mod at first level, but otherwise just 2 per level-up unless you had Collegiate Wizard. Pathfinder didn't change that.

who said anything about 3.5?

Daftendirekt
2013-03-30, 11:35 AM
Well, saying how Pathfinder "left it out" and seeing how PF is a rehash of 3.5, it's a pretty small logical leap that you were talking about 3.5. If you meant a previous edition altogether, then might as well say that 3.5 left it out.

Ravenica
2013-03-30, 11:40 AM
It was played with during pathfinder alpha and beta and was overall left out of the final version. Do you actually have anything to add to the thread or are you just here to pick apart my posts?

edit: im tired sorry if this sounds harsh but seriously

Story
2013-03-30, 11:47 AM
It was played with during pathfinder alpha and beta and was overall left out of the final version. Do you actually have anything to add to the thread or are you just here to pick apart my posts?

edit: im tired sorry if this sounds harsh but seriously

Don't expect people to read your mind. I thought you were implying that it was a rule in 3.5 as well.


Anyway, here are some spells that I'm considering. Are any of them worthwhile?
Stone Call
Defending Bone
Command Undead
Spectral Hand
Ennervation
Bestow Curse

Also, is it me, or does Wind Wall's 5ft height make it near useless? We're currently fighting an Erinye, and it would be really helpful against her bow, except that she's flying so she'll just shoot over it.

Ravenica
2013-03-30, 11:52 AM
Don't expect people to read your mind. I thought you were implying that it was a rule in 3.5 as well.
I'm not expecting people to read my mind, but there's a difference between not understanding what I meant and making your own assumptions and then posting off topic to pick my post apart with no contribution. You certainly didn't come across as half as arrogant as he did after picking apart my admission of mistake.

Hendel
2013-03-30, 11:58 AM
I would highly recomend the "pit" line of spells. If they fail the initial reflex save then there is a DC 25 climb to get out. It works great on low-reflex save, armored, non-flying goons to control the battlefield.

Squirrel_Dude
2013-03-30, 12:05 PM
Stone Call
Defending Bone
Command Undead
Spectral Hand
Ennervation
Bestow CurseIn this order:
Yes
No
Scroll
Only if you have a bunch of touch spells
Yes
Not if you have a cleric in the party


Are you sure you didn't focus in necromancy and not divination.

Story
2013-03-30, 12:12 PM
Well someone in the thread suggested necromancy, so I took a look through the Necromancy spells.

Anyway, we don't have a Cleric, but we do have a Druid.

Squirrel_Dude
2013-03-30, 12:24 PM
Necromancy is... weird. It's a school all about death and the undead, but a great deal of it's spells have no effect on undead.
- Harm spells heal them
- Bringing up more undead probably won't do much if the other guy can control them
- You can't do ability damage to undead
- You can't use fear against undead
- You can't give them disease or sicken them, or do many of your status effects against undead.

You say you have bad spells. I hate to ask, but could you actually post what spells you do have?

Story
2013-03-30, 12:40 PM
I posted my current spell list in the first post.

Squirrel_Dude
2013-03-30, 01:08 PM
Cool, let's see what we have here. Not that terrible.

Alright, some suggestions:
1st
Color Spray
Hydraulic Push
Ray of Enfeeblement

2nd
Blindness/Deafness
Bull's Strength/Cat's Grace
Dust of Twlight
Glitterdust
Invisibility
Rope Trick
Stone Call
Web
3rd
Blacklight
Displacement
Heatstroke
Fly
Sleet Storm
Stinking Cloud
Vision of Hell
Windwall
4th
Black Tentacles
Dimension Door
Enervation
Fear
Fleshworm Infestation
Obsidian Flow
Resilient Sphere
Summon Monster IV
Wall of Fire or Wall of Ice

Long list, I know, but that's what scroll stores are for. Note that most of these are combat spell, and doesn't necessarily include spells like knock or arcane sight which would be useful when simply exploring caves. Other posters feel free to rip the list apart.

Duboris
2013-03-30, 02:12 PM
Glitterdust is pretty much a must have.

Story
2013-03-30, 11:16 PM
What about Blast Barrier (http://www.d20pfsrd.com/magic/all-spells/b/blast-barrier)? It does 6d6 (reflex half) instead of the 7d6 of Fireball and Lightning Bolt, and it's only short range, but it has the advantage of not being affected by energy resistance.

Also, am I missing something about Heatstroke, or is it strictly better than Ray of Exhaustion? It looks like it literally does everything Ray of Exhaustion does, plus 1d4 nonlethal, and it has the same range, spell level, etc.