D&D 3E/3.5 Best Wizard Spells for a Paladin 3.5


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Alter self should be there as well, as Dandu said. Especially if you are outsider (Neraph, Aasimar...) or Dragon. Comes much earlier than Polymorph, but takes up a precious 2nd lvl spell slot which should primarily used for wraithstrikes.
I would also add Expeditious retreat (speed boost) which is nice for lvl 1 spells, nerveskitter is also nice. Benign transposition (although pallies gain Knight moves) isnt bad. Grease is fun if your party has 5 ranks in balance. Phantom steed really shines if you dont have your pally mount. Sleet storm is great battlefield control, as are stinking cloud and black tentacles. Fiershield is nice but you wanna get hit with that one. On the other hand, blur or displacement make sure you are not hit a lot. Invisibility can be fun too. Shadow conjuration is great. Vampiric touch is nice addition since you will be close and personal to enemies (although it might be anti-pally fluff). Enlarge person is awesome for gishy types. Keen edge is awesome.
Battle blessing is by no means broken IMO. Even combined with SotAO. And, any DM can vote SotAO spells either divine or arcane. Either way, you gain some good stuff. In 1st case, no ASF on wiz spells in armor AND battle blessing works on them. In second, you can qualify for some PrCs that have "cast the x lvl arcane spells" requirement. Abjurant champion comes to mind, but there are others.
 

No mention of Alter Self or Polymorph, people?

For shame.

Polymorph: 4th level. Lots of good combat or utility enhancing options, and it's a buff you can give other people, too.

Alter Self I'm less sure of, it's limited for him to 5 HD humanoids. Great for utility options, but it will almost assuredly nuke his physical ability scores, a problem most wizards casting the spell at 3rd level don't face.
 


Good god, where is THAT from??
Champions of Valor for Sword of the Arcane Order; Battle Blessing is from Complete Champion. But really, as few spells as the Paladin gets, and as late as they get them, and as suboptimal a class as the Paladin is to begin with, it's not really much of a balance concern for the most part.
Alter Self I'm less sure of, it's limited for him to 5 HD humanoids. Great for utility options, but it will almost assuredly nuke his physical ability scores, a problem most wizards casting the spell at 3rd level don't face.
Alter Self leaves you with your own ability scores.
 

Alter Self I'm less sure of, it's limited for him to 5 HD humanoids. Great for utility options, but it will almost assuredly nuke his physical ability scores, a problem most wizards casting the spell at 3rd level don't face.
Alter Self into a Troglodyte gets you 2 claws, 1 bite, and +6 NA with no change in ability scores. Sounds pretty good.
 


im a mean charging smiting machine but im kinda looking for other options since we are starting the mega adventure "Shadowdale the scourging of the land" which from what i hear takes a lot more cleverness and guile then straight out melee. i do apriciatre everyones help.

alter self will be a must for this next adventure i think since we have to travel through occupied lands of Zhentorum Armies.
 

Has anyone suggested Enlarge Person as a way to boost your reach & damage output?

Mirror Image has some amusing potential. Besides the obvious, it may cause lesser foes to simply run when they find themselves facing a small cadre of Paladins...

Spider Climb and Expeditious Retreat could help your mobility issues.

Web or Sleep could help you neutralize foes- especially useful if you don't want them dead (at that particular point in time).
 

Enlarge Person is a 50 gp potion. Paladin spells are so few and precious, I wouldn't want to blow one on something like that. Even if it means a loss in the action economy. ...Actually, how does BB work with longer cast time spells? Enlarge has a 1 round cast time.
 

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