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Jeff the Green
2013-09-20, 08:47 PM
I'm working on a build that includes a bunch of dips, including a level of Wizard (spec. Conjuration, ban Abjuration and Necromancy) for Augment Summoning and abrupt jaunt. I'm having trouble figuring out exactly what spells to have.

Most of the time he'll have that single level, but he can expend some resources to treat himself as though he were level 3, so up to 2nd level spells, but still at a low caster level and DC. What spells are worth having at such a low caster level? It'd be starting at level 8ish.

Recommendations for cleric in the same boat (dipped for Extend Spell, DMM, and Extra Turning) would be appreciated too.

Emperor Tippy
2013-09-20, 08:54 PM
Detect Undead, True Strike, Minor Wish, Detect Magic, most of the utility first and second level spells.

Twilightwyrm
2013-09-20, 08:56 PM
Detect Undead, True Strike, Minor Wish, Detect Magic, most of the utility first and second level spells.

Why Tippy, what is this Minor Wish you speak of?

Captnq
2013-09-20, 09:57 PM
Cantrip
Detect Magic - DUH.
Sonic Snap - Never miss damage and might deafen people.
Launch Bolt - With blood spikes filled with poison. Claim to be firing an ice chucker.
Prestidigitation - You can do so much with this one spell.

1st level (Abj)
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Protection from Possession (3.0): Warded creature cannot be possessed or mentally controlled.

Conj
Benign Transposition: Two willing subjects switch places.
Blockade: Fill 5-ft. square with enormous block of wood.
Grease: Makes 10-ft. square or one object slippery.
Summon Monster I: Calls extra-planar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.

Div
Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check.
Comprehend Languages: You understand all spoken and written languages.
Know Protections (3.0): Determine target’s defenses.
Locate City: Find nearest city.
Magecraft: +5 competence bonus on one Craft check.
Scholar’s Touch: Read books in seconds.
Spontaneous Search: Instantly Search area as if having taken 10.

Evoc
Bigby’s Helping Hand: Hand of force holds things and provides a +2 competence bonus to some skills.
Tenser's Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.


Ill
Alibi: Target believes he encountered you recently.
Disguise Self: Changes your appearance.
Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.

Necro
Backbiter: Weapon strikes wielder.
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.

Trans
Aberrate (3.0): Subject becomes an aberration.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Eyes of the Avoral: Subject gets +8 on Spot checks.
Feather Fall: Objects or creatures fall slowly.
Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Spider Form, Lesser: You take on the form and abilities of a medium fiendish monstrous spider.
Weapon Shift: Touched weapon changes form.

Bold spells are especially useful.

Jeff the Green
2013-09-22, 08:30 AM
Bunches o' spells

I... buh... wow. That's thorough.

Thanks!

ericgrau
2013-09-22, 08:55 AM
For prepared spells you get swift and immediate spells, so you can continue to do other things. If you're in armor they all have no somatic components too, so no spell failure. The thing is immediates get in the way of abrupt jaunt so that leaves only swifts. Beyond that you get scrolls and wands of just about everything. Scrolls have spell failure in armor if that matters, wands don't. Get 20-30 different level 1 scrolls of all the utility things, with 2-4 copies of some. A good wand is invisibility because it's spammable on the whole party.

Swift level 1-2 spells:
accelerated movement:SPC, only for skill-based movement, unfortunately
blade of blood: PHB2, for weapons
blades of fire: SPC, for weapons
bladeweave: SPC, for weapons
blockade: CS, amazing crowd control in tight dungeons
blood wind: SPC, for natural weapons
breath flare: SPC, for breath weapons
critical strike: SPC, for weapons
daggerspell stance: SPC, for daggers
lesser energy surge: PHB2, for weapons even on allies
swift expeditious retreat: SPC
swift fly: SPC, oh heck yes
golem strike: SPC, sneak attack constructs
guided shot: SPC, no ranged distance penalties
stretch weapon: PHB2, reach
suffer the flesh: MoE, CL6-8 is nice on your mage armor or false life, combine with lesser rod of extend spell
Wraithstrike: CA, ah the famous brokenage

Jeff the Green
2013-09-23, 09:50 AM
For prepared spells you get swift and immediate spells, so you can continue to do other things. If you're in armor they all have no somatic components too, so no spell failure.

Well, I also have DMM Quicken with around 40 turn attempts, so swift and immediate action spells aren't as useful on this character as they might be, and it includes Mystic Wanderer for Charisma to AC while unarmored, so no worries about ASF. That list is also helpful, thank you.