Low level caster tricks

Empirate

First Post
I'm looking, as the title says, for spell and feat combinations that are effective at really low levels - say, 3rd to 5th or so. No game-breaking, TO stuff, just good old efficiency!

Read this if you're interested in why I started this thread:
I'm going to play a Wizard again, after years of... not doing so. Campaign starts at 3rd level and will only continue to about 8th or 9th at the outmost. It will be Pathfinder, set in the Forgotten Realms. So I'm looking for relatively low-level spell and feat combinations to employ (not exploit).
I'm the only tier 1 in the group, and we're playing with a DM whose D&D experience is quite limited (has DMed other stuff a lot, though). So he asked me to tone it down a little, me being the most experienced D&Der at the table. At the same time, he's not opposed to effective, even optimized characters so long as they're atmospheric and interesting RP-wise.

So I built me a 3rd level Evoker (for a change, and because this isn't going to be an optimization-heavy game at all), banning Necromancy and Enchantment. I'd like to focus on battlefield control and straight-up damage, skipping the buffs for the moment. Furthermore, I'm playing this storm- and desert-themed guy who got his education from a Djinni in Calimshan. This hampers my options a little, as I'm going to rely on electricity and otherwise thematic spell selection a lot. I'd like to be effective within this self-imposed framework.

I'm thinking Energy Substitution (electricity) comboes nicely with Born of the Three Thunders, and damage-over-time spells. If I interpret BotTT correctly, opponents who take damage from the spell must immediately make a save to not be stunned for a round. This can easily become multiple rounds of stunning on a dot spell, if they keep failing their saves!

Kelgore's Grave Mist got my attention: 2nd level spell that deals measly cold damage in an area and fatigues targets - no save, rounds/level duration. Energy sub'bed, and with BotTT applied, this can turn into a serious deathtrap! Even somebody who only fails one save and gets out the next round will be exhausted, coz fatigue stacks up!

Do you have other nice low-level spell comboes to share?
 
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Consider using a low level Illusion of an Obscuring Mist.

Team mates get the signal and are entitled to a Save at +4. If they make it, then they can see through the illusion and aren't hampered by it when it comes to spells or missile fire. Worst case, they're on an even footing with the enemy.

Down side: Concentration required, so it pretty much occupies the caster for the duration of the battle.
 

Greenfield is on the right track. Illusion is the best school BY FAR:D

Take "silent image" in all levels (minor, major etc.) and be creative! They are the best spells ever written and can achieve much more than meets the eye!
All you have to hope for is that your DM is not a D**k, and that he lets it fly.

But since you say he wants atmospheric and interesting RP-wise characters, i imagine you won't have a problem.

Illusions cannot follow any rules regarding what is believable and what is not.
All they need is good storytelling and moody descriptions...
 



Grease plus your flying familiar delivering touch shocking grasp.
Dispel plus shatter, to make your loot dust, but, maybe, saving the day.
Grease and shatter have a lot of uses, just let your imagination fly.
 


I had fun with using Web+fire to set the web on fire, damaging everyone trapped in it. With energy substitution, you might be able to argue for the same trick, that the web is somehow electrically conductive.
 

I had fun with using Web+fire to set the web on fire, damaging everyone trapped in it. With energy substitution, you might be able to argue for the same trick, that the web is somehow electrically conductive.

IMO Web is much better as it is. Meaning you keep them trapped and the rest of the party range attacks them. Classic... Can get even boring for the DM sometimes! (Still Can't believe its a 2nd Lvl spell!)

Burning the web will most likely do a 1d6 of fire damage... and the creeps are back in action... Better keep them in there...;)
 

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