Choosing Arcane Spells

I cannot believe that nobody has yet mentioned my favorite 2nd level spell Glitterdust.

It will blind those pesky fighter (note Will save), has a (small) radius for taking out a couple of baddies, and as a bonus makes invisible creatures visible.

How much more can you expect from a second level spell ?

. Ziggy
 

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Mass Haste is awesome. If haste is good, haste on everybody must be even better. Especially cool if you have multiple arcane casters, because then you can just unload on the enemy.

Hold Person/Monster and Polymorph Others are the two fastest ways to take out those single baddies with incredible power but a weak Will or Fort save. Against clerics, that's when you use the fireballs.

Shield adds +7 AC and +3 Reflex saves that stack with almost everything else at first level. Dispite it's 1 minute/level duration, still prods serious buttock.

Harm is the only way to take out those seriously tough baddies. The ones with +30 saves and 500 hp. Zap them and watch'em fry.

Stoneskin effectively adds 150 hitpoints, which can save your life. Despite it's cost, it's still a powerful spell.

Protection from Elements gives you those few precious moments of safety from an elemental attacks, especially dragon's breath.
 


"Harm is the only way to take out those seriously tough baddies. The ones with +30 saves and 500 hp. Zap them and watch'em fry."

There are just two problems with that. First, Harm is a divine spell, and the question related to taking arcane spells. Secondly, Harm is so seriously broken that I can't imagine that it hasn't been 1) officially errated and 2) rule zeroed in just about every high level campaign out there.
 


I agree with the sentiments on Fireball. Don't get me wrong; it is a good spell still. But big monsters have 50%-100% more HPs than they used to, and feats like cleave and rapid shot have opened up other options for clearing a room of fodder. It is not the must have spell it once was.

The spell I think is much underrated is Confusion. 4th level. AoE. Will save. It is a good team work spell; if you can partially disrupt the opposition's counterattack your grunts will have a field day.

Glitterdust is nice multipurpose spell which sets up a victim for sneak attacks.

Web is an excellent disruptor, too. Ties the enemy down and block LoS.

Can you tell I like tactical spells which help my buddies do their job when I play a wizard?
 

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