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2007-04-11, 11:24 PM (ISO 8601)
- Join Date
- Jan 2007
5th level Transmutation spell selection...
My wizard just levelled up. He's a focussed transmuter, so all of his 5th level spell slots are transmutation-only at this level.
He gets three spells with the level-up.
I'm thinking of Telekinesis and Permanency. Any suggestions for the third spell? (PHBII & SC are probably okay)Spoiler
Gareth the human Transmuter
Ajax the human Seer
Grimshander the artic gnome Sorcerer
Ulfgar the dwarven Cleric
Froben the gnomish Rogue/Illusionist
Granger the human Ranger
and DMing Diabolical Urban Intrigue in Bristol
and refereeing Wizard vs. Fighter: Arena Grudgematch
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2007-04-11, 11:42 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Davis, California Avatar by Ceika
Re: 5th level Transmutation spell selection...
Overland Flight is pretty sweet, especially since you can afford to spend a 5th level slot every day. You get to fly around all the time. Consider Boots of Levitation (or whatever) in case you need to hover, though.
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2007-04-11, 11:45 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Chapel Hill, NC
- Gender
Re: 5th level Transmutation spell selection...
Baleful Polymorph much? It's teh hotness.
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2007-04-12, 12:58 AM (ISO 8601)
- Join Date
- Nov 2005
Re: 5th level Transmutation spell selection...
Skip Permanency. No, seriously, skip it. Pay an NPC for it when you really need it.
TK is Concentration duration, which makes it less than ideal unless you're abusing it and hurling a dozen Colossal bolts at someone.
Overland Flight is a must-have, and Baleful Polymorph is good for hitting Fort. saves. TK makes for an OK third, I suppose. I'd rather memorize one OF and two BPs, though... although TK could be useful in that it can last you a whole fight.
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2007-04-12, 01:31 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Davis, California Avatar by Ceika
Re: 5th level Transmutation spell selection...
If you have even one crafting feat (and you do, Scribe Scroll), this is absolutely correct. NPCs charge 5 gp per XP when casting spells, but that same 1 XP saves you 12.5 gp when crafting an item, no matter what you make. The only disadvantage is that your permanent spells will get dispelled more, but honestly, getting the monsters to cast Dispel Magic instead of something actually threatening is such a good deal that you don't even care.
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2007-04-12, 05:16 AM (ISO 8601)
- Join Date
- Feb 2007
Re: 5th level Transmutation spell selection...
Eh, I don't like permanency, but if you do, don't let me stop you.
I suggest passwall, personally. Ever been trapped in a dungeon? *zot* not any more!
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2007-04-12, 06:21 AM (ISO 8601)
- Join Date
- Jun 2004
- Location
- UK
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2007-04-12, 01:12 PM (ISO 8601)
- Join Date
- Oct 2006
- Gender
Re: 5th level Transmutation spell selection...
Definitely pick up Baleful Polymorph--it's quite useful against casters, since they can't cast spells with verbal or somatic components anymore on a failed fort save. That's handy.
When used properly, Passwall can be a life saver; I'd say it's worth it. Might be more worthwhile as a scroll, though.
Did you bar conjuration? If not, Teleport might be a good investment as well, once you can take non-transmutation spells. If you can do that, I'd suggest waiting a level for it. Otherwise, I'd suggest Overland Flight now.
Telekinesis... Eh, it's not bad. Wonderfully versatile, so I can see why you'd want it. I'd imagine there are better choices, but it would be okay.Last edited by Proven_Paradox; 2007-04-12 at 01:12 PM.
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2007-04-12, 01:26 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: 5th level Transmutation spell selection...
Passwall is terrific if you're going to be seafaring ("Oho! A hole in the side of your boat! Bye-bye.") or dungeon-delving in the extreme. Otherwise, I'd suggest otherwise.
I'm also a particular fan of Transmute Rock To Mud, since it'll make anyone who can't fly essentially immobile. Coupled with judicious application of Fly and spells that render your foes inable to fly, it can mean that your party can move while theirs can't.Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2007-04-12, 01:32 PM (ISO 8601)
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- Jun 2004
- Location
- UK
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2007-04-12, 01:36 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: 5th level Transmutation spell selection...
True, true. But you can also get a nice area attack out of it in certain situations, too. 8d6 bludgeoning over a series of 10' cubes, plus newfound muddy immobility? Sweet, particularly if coupled with explosive spell (which I am uncertain if it actually qualifies for or not; my DM allowed it'd be fine once, but I forget the particulars).
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2007-04-13, 12:23 PM (ISO 8601)
- Join Date
- Jan 2007
Re: 5th level Transmutation spell selection...
Thanks for all the advice.
Conjuration is definitely not barred (it seems like I cast more conjurations than anything else!) -- and Teleport is definitely on the list.
Telekinesis isn't a power spell, but it is extremely versatile. Also, we tend to get involved in fights where we're not sure which side we're on -- I've gotten enormous mileage out of Animate Rope, of all things, and am looking forward to making Trip and Grapple checks instead.
All the points about Permanency are well taken. He's got Craft Wondrous Item, so perhaps his XPs would be better spent on that. I think the reason Permanency looks so good is the lack of cash flow -- we've earned a level's worth of XPs without getting any major treasure. So he can't afford to craft anything particularly good.
In principle, I like Rock to Mud, but I'm not sure we've ever seen natural rock in this campaign -- outdoors or in ruins, the spell is basically useless.
Baleful Polymorph could definitely come in handy -- we seem to face lots of casters (with low Fort saves). This character is primarily a buff-and-utility type at the moment, but recent events might be giving him a harder edge.
Overland Flight does seem useful, in principle, but I'm worried about him becoming a target in combat that way -- he's recently lost a point of Con from aging, and his current hit point total makes me extremely nervous.
It's too bad you can't empower a spell whose numeric effect isn't variable. I'd spend a 5th-level slot for Empowered Greater Mage Armor (+9 AC) in a heartbeat with this character.
Any thoughts on a good 9th level feat? He's *ahem* fairly non-optimized with Scribe Scroll, Brew Potion, Eschew Materials, Combat Casting and Craft Wondrous Item (plus a custom variant of Collegiate Wizard). After his recent aging, Improved Toughness comes to mind... but... there's got to be something more wizardly. I'm thinking of Minor Shapeshift from Complete Mage.Spoiler
Gareth the human Transmuter
Ajax the human Seer
Grimshander the artic gnome Sorcerer
Ulfgar the dwarven Cleric
Froben the gnomish Rogue/Illusionist
Granger the human Ranger
and DMing Diabolical Urban Intrigue in Bristol
and refereeing Wizard vs. Fighter: Arena Grudgematch
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2007-04-13, 12:25 PM (ISO 8601)
- Join Date
- Nov 2005
Re: 5th level Transmutation spell selection...
Overland Flight doesn't make you a target--it keeps you safe from like 80% of the things you're likely to fight!
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2007-04-13, 12:26 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: 5th level Transmutation spell selection...
You could try some of the spelltouched feats. I've always found them entertaining and moderately useful.
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class