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<blockquote data-quote="Inconsequenti-AL" data-source="post: 2198148" data-attributes="member: 6584"><p>Some ideas:</p><p></p><p>2nd - </p><p><em>See Invisible</em> - you can see the targets you're going to mark with Glitterdust.</p><p><em>Gust of Wind</em> - useful for getting rid of cloud spells. Can be useful in other situations. Especially good for getting rid of your own <em>Solid Fogs</em>, if you take them.</p><p><em>Minor Image</em> - illusion with limited sound. I love illusions and find I can get a lot of mileage out of them... guess it depends on the DM quite a bit.</p><p><em>False Life</em> - D10+10 temporary hit points are useful.</p><p></p><p>3rd - </p><p><em>Displacement</em> - great defensive spell... can even use it to buff your friends.</p><p><em>Haste</em> - almost guaranteed to make you popular in a party. Good for running away.</p><p><em>Heroism</em> - +2 morale to attack rolls, saves and skill checks. 10 mins/level. The bonus to hit works with all those touch attack spells. Great mid-term buff for the whole party at higher levels. Morale not being a common boost IME.</p><p></p><p>4th - </p><p><em>Solid Fog</em> - no save/no sr. Can totally neutralise someone without freedom of movement/teleportation. A bit redundant as you've got <em>Evards</em> and <em>Wall of Force</em>, but I'm a big fan.</p><p><em>Orb spells </em> (from complete Arcane) - Level X D6 damage. Touch attack. No save (from the damage). No SR. Yikes! Suprised you don't have one already - Acid Orb seems popular...</p><p><em>Polymorph</em> - turn your parties fighter into a janky munchkin killing machine. Has it's defensive/utility uses for you as well. Why <em>fly</em> when you can turn into a winged elf?</p><p><em>Confusion</em> - I like it. Admitedly Will save + Spell penetration, so not ideal for you. However throw it at a big enough group of enemies and it'll ruin someones day. </p><p></p><p>5th - </p><p><em>Teleport</em> - well, it's so useful...</p><p><em>Telekinisis</em> - very versatile and the Violent Thrust to hurl objects use offers no save or SR, although a difficult attack roll to hit (at least it uses Chr instead of Dex). Get a quiver of arrows and a scroll of Flame Arrow for added nasty. Combat maneuver version can be devastating in the right situation.</p><p><em>Summon Monster 5</em> - few nice monsters on that list - celestial griffons are all good. No save or SR against those guys either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Unfortunately it will rapidly lose power as you level.</p><p></p><p></p><p>And of course <em>Assay Resistance</em> - can't recall the level or splatbook (Complete Arcane or Complete Adventurer), but this could be the spell for you! Cast it on yourself, pick a target, you get +10 to checks to beat that targets SR. Nasty.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 2198148, member: 6584"] Some ideas: 2nd - [I]See Invisible[/I] - you can see the targets you're going to mark with Glitterdust. [I]Gust of Wind[/I] - useful for getting rid of cloud spells. Can be useful in other situations. Especially good for getting rid of your own [I]Solid Fogs[/I], if you take them. [I]Minor Image[/I] - illusion with limited sound. I love illusions and find I can get a lot of mileage out of them... guess it depends on the DM quite a bit. [I]False Life[/I] - D10+10 temporary hit points are useful. 3rd - [I]Displacement[/I] - great defensive spell... can even use it to buff your friends. [I]Haste[/I] - almost guaranteed to make you popular in a party. Good for running away. [I]Heroism[/I] - +2 morale to attack rolls, saves and skill checks. 10 mins/level. The bonus to hit works with all those touch attack spells. Great mid-term buff for the whole party at higher levels. Morale not being a common boost IME. 4th - [I]Solid Fog[/I] - no save/no sr. Can totally neutralise someone without freedom of movement/teleportation. A bit redundant as you've got [I]Evards[/I] and [I]Wall of Force[/I], but I'm a big fan. [I]Orb spells [/I] (from complete Arcane) - Level X D6 damage. Touch attack. No save (from the damage). No SR. Yikes! Suprised you don't have one already - Acid Orb seems popular... [I]Polymorph[/I] - turn your parties fighter into a janky munchkin killing machine. Has it's defensive/utility uses for you as well. Why [I]fly[/I] when you can turn into a winged elf? [I]Confusion[/I] - I like it. Admitedly Will save + Spell penetration, so not ideal for you. However throw it at a big enough group of enemies and it'll ruin someones day. 5th - [I]Teleport[/I] - well, it's so useful... [I]Telekinisis[/I] - very versatile and the Violent Thrust to hurl objects use offers no save or SR, although a difficult attack roll to hit (at least it uses Chr instead of Dex). Get a quiver of arrows and a scroll of Flame Arrow for added nasty. Combat maneuver version can be devastating in the right situation. [I]Summon Monster 5[/I] - few nice monsters on that list - celestial griffons are all good. No save or SR against those guys either. :) Unfortunately it will rapidly lose power as you level. And of course [I]Assay Resistance[/I] - can't recall the level or splatbook (Complete Arcane or Complete Adventurer), but this could be the spell for you! Cast it on yourself, pick a target, you get +10 to checks to beat that targets SR. Nasty. [/QUOTE]
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