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View Full Version : Help with spells Known Thassilonian Evoker (Pathfinder)



Nosta
2020-10-09, 08:56 AM
I need help with my spells Known for my Thassilonian Specialist Evoker

My character level is 6 and he has 22 INT

I think I have 12 First level Spells known. Of those I have one spell selected Magic Missile

My second level spells are Mirror Image & Scorching ray / Need 2 more

My Third level spell is Fire Ball. / Need 3 more


I known I lost a lot giving up Abjuration and conjuration and could use some Advice on spells that will give me defenses and buffs I can take. I could use 1 or 2 more Blasting spells.

I have the Admixture sub School.
And my GM is Allowing me Sculpt Spell so any blasting spell that can cover a damage Type or other needed thing for my blasting fun is needed

Elder_Basilisk
2020-10-09, 09:29 AM
1. Some good first level spells: burning hands is nearing the end of it's lifespan but it's a good spell to know so you can make a scroll or two as a backup plan against swarms. Ray of enfeeblement is a pretty good debuff and you'll want it in your toolkit.

2. See invisibility and false life are must haves for you. See invisibility because you and your party need a way to detect invisible creatures. False life because most of the long duration defensive spells you would want are gated behind your opposition schools. Scorching ray is nice single target damage that will be really good when you hit level 7. If you find yourself having to conserve your spells, flaming sphere is good to have in your back pocket. It's near the end of it's useful life but at level 6 it's still useful.

3. Haste and slow are must have spells at level 3. Battering blast is not very good as a level 6 caster but it will become very good at later levels so pick it up now.

General survival ideas.
1. You could pick up some use magic device skill and use wands of spells like mage armor. If there is another caster in the party, you might also be able to get them to cast mage armor for you.

2. I don't necessarily recommend it but you could also pick up arcane armor training and just wear a mithral chain shirt/darkleaf leather lamellar with a mithral buckler. It would eat up your swift actions to neutralize spell failure but that probably won't matter until level 12 or 13 where you start getting good quickened spell options.

3. Keep safe with positioning. Watch the monsters to see how far they can move and stay out of their move+attack range. Or bait them by being just in their move+attack range if they take an opportunity attack from the barbarian and the battle cleric. Just don't bait them if you can't take the hit. (See also the false life recommendation).

Ramza00
2020-10-09, 09:55 AM
If your DM allows 3.5 spells then Elemental Dart is great. Not at the level of play at 6th level, but at caster level 7 and above it starts out damaging scorching ray and similar spells, it works well with metamagic like dazing and intensifying spell, lastly it does great damage as a low level slot without metamagic at higher levels while leaving open your level 4+ spell slots free.