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Stevenson
2007-05-22, 07:05 PM
My character leveled up from level 2 to level 4 without me being present. He has collegiate wizard.

So, can anyone suggest 8 spells? I banned necromancey and enchantment.
Yeah, I didn't ban evocation. Sue me.

Oh, right: Spellcomp isn't allowed perse, but if you tell me what the spell does explicitly, I can use it (just don't have the comp)

I can use Complete Divine, Adventurer, Arcane. Also PhBII, and core....and anything you people tell me explicitly what it does.

Dark_Wind
2007-05-22, 07:17 PM
A few favorites of mine:

Invisibility- If you can't think of a use for not being seen, you aren't thinking very hard. An awesome stealth/defense spell.

Mirror image- One of the best defensive self buffs in the game, hands down.

The animal's attribute spells- The +4 stat buff line are all pretty nice spells, at least until you all start getting stat boosting items.

Web- This can slow down opponents quite a bit if they lack fire. Only works in tight spaces, though.

Shatter- It destroys anything nonmagical within a weight(size?) limit.

Scorching ray- Yeah, I know, it's damage, but it's not bad. Anyway, if you're going to hurt things, this is probably the best 2nd level spell for it.

Glitterdust- Reveals invisibble creatures in the area, yes, but it also blinds them on a failed Will save. A lot of creatures have a tough time doing much if they can't see, as it happens.

I feel I must mention resist energy, because it once saved our party Paladin's life against a Pyrohydra (no single breath weapon (there were nine, each dealing 3d6(?)) could break Fire Res 20, but all the damage combined would have killed him easily). It really is a nice spell for its level.

There are more, of course, this is just a short list of core spells I like.

Stevenson
2007-05-22, 07:26 PM
Um, just FYI, I have nothing against direct damage. In fact, I embrace it.

I, personally, don't see the whole beef with it. Thanks though.

Fourth Tempter
2007-05-22, 07:47 PM
Glitterdust, Web, See Invisibility, Alter Self, Mirror Image, Resist Energy, Detect Thoughts, and Bull's Strength (for the warriors) are, I think, the best of the lot. If you enjoy doing direct damage, Scorching Ray is for you, but spells such as Glitterdust are by and large significantly more effective.

Magi_Ring_O
2007-05-22, 08:32 PM
Alter Self is pure cheese. Take it if it isn't banned.

Kel_Arath
2007-05-22, 09:18 PM
Psh, second level spells... just prepare magic missiles as 2nd level! But now to be serious; Summon Monster II, Prot Arrows, Resist Energy, Melf's Acid Arrow, Gust of Wind (for smaller enemies / funsies), Any of the buffs, Rope Trick, Levitate.

Shhalahr Windrider
2007-05-22, 09:59 PM
The animal's attribute spells- The +4 stat buff line are all pretty nice spells, at least until you all start getting stat boosting items.
Along those lines, there is animalistic power from PH2, which grants +2 to all three physical stats.

Dhavaer
2007-05-22, 10:00 PM
(no single breath weapon (there were nine, each dealing 3d6(?)) could break Fire Res 20, but all the damage combined would have killed him easily)

Energy resistance is per round, not per attack. Resistance would subtract from the total.

ghost_warlock
2007-05-22, 10:14 PM
My picks: invisibility, glitterdust, alter self, shadow spray (S.C. version is better, but I think it's also found in Complete Arcane - who needs necromancy to deal Str-damage? :smallbiggrin: ), bull's strength (for buffing the tank), mirror image, rope trick, and...I dunno...blur.

Fourth Tempter
2007-05-22, 10:38 PM
Energy resistance is per round, not per attack. Resistance would subtract from the total.

What on earth makes you say that?

Cruiser1
2007-05-22, 10:40 PM
Here are eight 2nd level spells I actually cast pretty frequently:

Detect Thoughts: (http://www.d20srd.org/srd/spells/detectThoughts.htm) Good way to determine whether that "damsel in distress" you just rescued is a Succubus in disguise.
Invisibility: (http://www.d20srd.org/srd/spells/invisibility.htm) Good for scouting, getting past enemies, giving the Rogue a sneak attack, etc.
Locate Object: (http://www.d20srd.org/srd/spells/locateObject.htm) There's so many times that being able to find something right away is useful. Use it to track an object a missing person has on them, a spell component an enemy spellcaster has, etc.
Rope Trick: (http://www.d20srd.org/srd/spells/ropeTrick.htm) Being able to rest in dangerous territory with a minimal chance of being discovered is priceless.
Scorching Ray: (http://www.d20srd.org/srd/spells/scorchingRay.htm) This is one of the best damage spells. 4d6 at level 3 is very good, and it upgrades to 12d6 by level 11. Even Fireball caps out at 10d6. Great use for a 2nd level slot.
See Invisibility: (http://www.d20srd.org/srd/spells/seeInvisibility.htm) If you can't see invisible monsters attacking you, you're screwed.
Glitterdust: (http://www.d20srd.org/srd/spells/glitterdust.htm) Use with See Invisibility so the rest of the party can see the invisible monsters too. The blinding effect makes it a useful control spell in any battle.
Web: (http://www.d20srd.org/srd/spells/web.htm) One of the best battlefield control spells. Works well with Scorching Ray, where you ignite the web for extra damage.

Don't rush to get Mirror Image. Rather get Greater Mirror Image for a 4th level spell, when you can cast it as an immediate action. Resist Energy is good, but let the Cleric or Druid cast it. Knock is good, but let the Rogue open the doors and chests.

Raum
2007-05-22, 11:14 PM
What on earth makes you say that?

From the SRD (http://www.d20srd.org/srd/specialAbilities.htm#resistanceToEnergy):
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.

Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source.

When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

As for second level spells, See Invisibility is useful. Vertigo is a decent Will save or lose. Baleful Transposition is one of the better low level battlefield control spells. And Blur is a good defensive spell.

Sources and a brief description can be found here. (http://realmshelps.dandello.net/cgi-bin/spellbooks2.pl)

Jasdoif
2007-05-22, 11:49 PM
Resist Energy (http://www.d20srd.org/srd/spells/resistEnergy.htm)'s text specifies otherwise, however; it states it reduces the amount each time the damage is taken.

TheOOB
2007-05-23, 01:02 AM
You should try to fit at least glitterdust or web into your spell list, an enemy who fails their save agienst either of those two spells usually ends up losing in the near future. Protection from arrows is great if your DM likes to throw lots of weak archers at you. Mirror Image is one of the best spells to increase your defensive ability period, while invisibility makes you almost impossible to hit, at least until you attack. Shatter can be great, depending on how much your DM lets you get away with.

Scorching ray is interesting, normally arcane casters should avoid direct damage, but this spell does enough damage at a low enough spell level to be worth casting, that and it is downright nasty in spell storing weapons(especially an empowered maximised version, if you can get your DM to allow that).

dyslexicfaser
2007-05-23, 01:06 AM
Web and Glitterdust are damn useful in all sorts of situations, but I personally am with Kel Arath: Melf's Acid Arrow and Summoned Monster II are some of my personal favorites.

TheOOB
2007-05-23, 01:30 AM
In my experiance, melf's acid arrow is only good for forcing enemy mages to make concentraition checks to cast spells.

The Summon Monster spells are more for utility and less for combat, by the time you acually summon the creature (assuming you dont get beating half to death and fail a concentraition check) it might not be useful anymore, and it has little immediate useful effect for a 1 round cast time.

JaronK
2007-05-23, 02:43 AM
Alter Self is of course awesome. Assuming you're humanoid, you can get the following effects from it:

+8 natural AC (Crucian)
Flight (Raptorian)
40' swim speed, water breathing (Aquatic Elf)
10' burrow speed (Earth Mephling)
10' perfect fly speed (Air Mephling)
huge bonuses to hide and move silently (Whispergnome, Skulk)

Plus more, if you're creative, and it works great for disguises too. Very handy, highly versitile spell.

Glitterdust is an AoE save or suck, which is always handy as an attack spell, and it also reveals invisible critters, should the need arise.

Rope Trick: Because spells per day is a pointless limitation anyway

Mirror Image is great for defense. Yes, the Greater version exists, but you've got 4 levels to play until you can cast that and you won't want to blow your highest level spells on it when you get it anyhow. The basic version is good enough.

Web is another solid save or suck spell.

JaronK

Renx
2007-05-23, 04:01 AM
Just from the PHB:
Web -- For all those pesky troops.
Flaming Sphere -- rolling ball of flame, 2d6/round damage, excellent for distraction, superb in cities. If you can assume similar-level opponents, just drop one of these on top of the enemy spellcaster and watch him burn.
Darkness -- Expecting long-distance fire in 20 minutes or so? No problem, just cast this on a rock and cover it. Then when trouble comes along, just unroll the rock and throw it between you and them. What they can't see, they can't shoot/cast spells at.
Minor Image -- If you're not playing a fight-heavy campaign (who am I kidding, it's D&D), any Illusion spell is pure bliss. You find a trapdoor in a dungeon, and know that you'll be having trouble from the other side? Just cast minor/still image on it to look like a floor. Need to hide in an alley? Cast it on the alley mouth. Need a distraction for kobolds or bandits? A gruop of knights charging towards them (you get sound with this, too) or a caravan fat with goodies should do nicely.
Invisibility -- No questions asked, just get it. ^_^
Summon Swarm -- Another excellent distraction tool. If you're going for a summon build (dunno why you would, they mostly suck), any summon feats should work on this, too. How does a rat swam with 40 hp, spell resistance, 1d6+2 damage with disease and half damage from slashing/piercing sound at level 2? Or a bat swarm (takes no weapon damage, 30 hp, 1d6+2 and wounding)? The spider swarm isn't all that good, but you can't have everything :P