Best 1st/2nd Level Spell with Scaling

Corsair said:
Caster level 7 scorching ray. 8d6 ranged touch, no save.

Or go the full 11th CL for 12d6 ranged touch, no save.

Or, since you're looking at using this mostly against undead, who are immune to the sneak attacks, you might want to look at chill touch. You're going to have a hard time beating scorching ray's damage for 1-2nd level spells, though. And, remember, you are really firing multiple 4d6 rays, so you can split the targets between them: 2 targets for CL 7 and 3 for CL 11.
 

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beaver1024 said:
Produce Flame. Gets max damage at caster level 5. A simple extend doubles the duration for minimum cost. An extended produce flame at caster level 5 as the same effectiveness as a produce flame at caster level 10 but cheaper to produce as an item.

Better than Shocking Grasp, despite the multiple attack rolls that you require. Shocking grasp deals slightly more damage for the same price, but it's a melee spell, while Produce Flame is at range, and you can use it over more than one round, depending on your BAB. With Energy Substitution added in, you can have Produce Ball Lightning or Produce Acid Ball or something similar. Since Energy Substitution doesn't change spell level, that's quite handy.

Pinotage
 

ThirdWizard said:
Or go the full 11th CL for 12d6 ranged touch, no save.

Or, since you're looking at using this mostly against undead, who are immune to the sneak attacks, you might want to look at chill touch. You're going to have a hard time beating scorching ray's damage for 1-2nd level spells, though. And, remember, you are really firing multiple 4d6 rays, so you can split the targets between them: 2 targets for CL 7 and 3 for CL 11.

It gets expensive at those levels. At CL 11 for a scorching ray, you're at 330 gp per charge for 42 hp average damage if you hit with all 3 touch attacks, while Lesser Fire Orb costs 135 gp per charge for 22.5 average damage on a single touch attack. With Energy substitution Scorching Ray can be useful, but it might be too expensive. Twice the damage, but 2.5 times the cost. Produce Flame looks good on price for damage ratio.

Pinotage
 

The best cost to actual damage (including to hit, save, resistance, etc) ratio is probably gained with Magic Missile.

Even at 9th caster level, that's a fairly affordable item.

Bye
Thanee
 

Pinotage said:
So, I'm really wondering which is the best for a rogue-type with high Use Magic Device against undead and other sneak attack immune creatures.
Ah.

Now the question is clearer.

...'cause for a wizard, a staff is better. :)

In all of this, you're also looking at maximizing damage per round. Sure Produce Flame is cheap on a damage/charge basis....but who's gonna care if you're doing only 1d6+1 damage (or perhaps 2d6+2 at 8th level Rog) per round?
 

beaver1024 said:
Produce Flame. Gets max damage at caster level 5. A simple extend doubles the duration for minimum cost. An extended produce flame at caster level 5 as the same effectiveness as a produce flame at caster level 10 but cheaper to produce as an item.

Huh? Extended Produce Flame is 2nd level.

2 x 5 = 1 x 10. No difference.
 

Wand of Grease at casting level 1. Dirt cheap. Surprisingly effective into middling levels even at DC 11.

Scorching Ray at casting level 7 and Magic Missile at casting level 9 are both good. Scorching Ray is slightly better because you can Sneak Attack with it, too. But if you are worried about something you cannot Sneak Attack the Magic Missile wand is more of the sure thing, and it is slightly more likely to crack through Spell Resistance. Fire Resistance is also more comon into middling levels.
 

Magic Missile is also great against incorporeal undead, and if you've got the wand, you might become the party hero when you face off against the first group of wraiths!

Daniel
 

Thanee said:
The best cost to actual damage (including to hit, save, resistance, etc) ratio is probably gained with Magic Missile.

Even at 9th caster level, that's a fairly affordable item.

Hear, hear! At less than 7 grand, don't leave home without it! And it doesn't have that pesky 50% miss chance against incorporeals, like scorching ray.
 

Pinotage said:
So, I'm really wondering which is the best for a rogue-type with high Use Magic Device against undead and other sneak attack immune creatures.

Pinotage

Magic missile for the no miss force effect against incorporeals.

Fireball is not bad against mobs of lesser corporeals (zombies, skeletons, wights, ghouls, mohrgs) who normally have no fire resistance (with non-core ones being exceptions). Although web is great if you just want to get away or control the battlefield.
 

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