Elder-Basilisk
First Post
What spells do you think are important/useful for a fighter/wizard/spellsword or Eldritch Knight in 3.5?
Assume that only one or (at most) two rounds will be spent self-buffing in combat.
This is the list I've come up with but I'm sure there's more:
Level 1:
Enlarge-Quite nice if you've combat reflexes and/or improved Trip
Magic Missile-hits incorporeal foes, good for use with the channel spell ability
Ray of Enfeeblement-The 3.5 version of shield--give your foes an attack and damage penalty of up to (1d6-5)/2 as well as possibly reducing their movement and max dex bonus. Very good as a channelled spell
Shield-Now primarily useful for fighter/wizard's wielding two handed weapons.
True Strike-useful for making sure attacks hit (True Strike+power attack is only advantageous against very high AC foes but it's good for making sure Channeled spelss hit); also good for disarming foes.
2.
Alter Self-The Wizard's Barkskin and Water Breathing rolled into one.
False Life--good duration; temp hp are nice.
Glitterdust-good area effect spell and good for invisible foes.
Mirror Image-Especially good when combined with blink (the images last longer than one or two rounds that way)
Scorching Ray--a good ranged attack. Even better against [Cold] creatures.
See Invisibility-the best way of dealing with invisible foes
3. Blink: Good defense and helps offense if you have expert tactician
Greater Magic Weapon: Nice but no longer really good.
Haste: Can be nice but not nearly as helpful as it was in 3.0--blink and heroism are now probably better for making you a competent melee machine.
Heroism: Good duration--helps make up for weak BAB. Helps with the reflex save too.
Magic Circle vs Evil: Good duration--helps with AC; as an added benefit, it helps the party too
4.
Fire Shield: Maybe good--unfortunately it depends on getting hit though and you don't have the hp to take that.
Greater Invisibility: Very nice--esp. combined with Expert Tactician.
Polymorph: Troll form, Annis Form, Stone Giant form+combat reflexes and improved trip=dead foes.
Rary's Mnemonic Enhancer: Didn't use your open 4th level slot? Why not trade today's unused 4th level slot for an extra ray of enfeeblement and two magic missiles tomorrow?
Stoneskin: Expensive but potentially useful; combines well with fire shield.
5. Energy Buffer (T&B): Help guard your low hp and poor reflex save from fireballs.
6. Greater heroism: +4 bonusses are good but the short duration seems rather weak.
Tenser's Transformation: Not as good as 3e; maybe still worth it though.
8. Moment of Prescience: What, every wizard doesn't want this?
9. Shapechange: Like Polymorph on steroids.
What am I missing/what have I misjudged?
Assume that only one or (at most) two rounds will be spent self-buffing in combat.
This is the list I've come up with but I'm sure there's more:
Level 1:
Enlarge-Quite nice if you've combat reflexes and/or improved Trip
Magic Missile-hits incorporeal foes, good for use with the channel spell ability
Ray of Enfeeblement-The 3.5 version of shield--give your foes an attack and damage penalty of up to (1d6-5)/2 as well as possibly reducing their movement and max dex bonus. Very good as a channelled spell
Shield-Now primarily useful for fighter/wizard's wielding two handed weapons.
True Strike-useful for making sure attacks hit (True Strike+power attack is only advantageous against very high AC foes but it's good for making sure Channeled spelss hit); also good for disarming foes.
2.
Alter Self-The Wizard's Barkskin and Water Breathing rolled into one.
False Life--good duration; temp hp are nice.
Glitterdust-good area effect spell and good for invisible foes.
Mirror Image-Especially good when combined with blink (the images last longer than one or two rounds that way)
Scorching Ray--a good ranged attack. Even better against [Cold] creatures.
See Invisibility-the best way of dealing with invisible foes
3. Blink: Good defense and helps offense if you have expert tactician
Greater Magic Weapon: Nice but no longer really good.
Haste: Can be nice but not nearly as helpful as it was in 3.0--blink and heroism are now probably better for making you a competent melee machine.
Heroism: Good duration--helps make up for weak BAB. Helps with the reflex save too.
Magic Circle vs Evil: Good duration--helps with AC; as an added benefit, it helps the party too
4.
Fire Shield: Maybe good--unfortunately it depends on getting hit though and you don't have the hp to take that.
Greater Invisibility: Very nice--esp. combined with Expert Tactician.
Polymorph: Troll form, Annis Form, Stone Giant form+combat reflexes and improved trip=dead foes.
Rary's Mnemonic Enhancer: Didn't use your open 4th level slot? Why not trade today's unused 4th level slot for an extra ray of enfeeblement and two magic missiles tomorrow?
Stoneskin: Expensive but potentially useful; combines well with fire shield.
5. Energy Buffer (T&B): Help guard your low hp and poor reflex save from fireballs.
6. Greater heroism: +4 bonusses are good but the short duration seems rather weak.
Tenser's Transformation: Not as good as 3e; maybe still worth it though.
8. Moment of Prescience: What, every wizard doesn't want this?
9. Shapechange: Like Polymorph on steroids.
What am I missing/what have I misjudged?