A single Lvl 2 spell... [Archive] - Wizards Community

Post/Author/DateTimePost
Commx

01-06-07, 03:38 PM
As the title might suggest, I will be getting a single level 2 spell with the Precocious Apprentice feat. As I don't intend to take any further Wizard levels, I will only have that single spell and can cast it only once a day.

So which spell would you suggest for that single slot? Offensive and defensive spells will quickly become obsolete, so I guess it must be some sort of utility spell.
CantripN

01-06-07, 03:44 PM
It really depends what your party role is and what are you going for.
Mirror Image, Invisibility, Knock, Swift Fly, Levitate, Glitterdust, False Life, Rope Trick, Heroics and Resist Energy are all nice.

If you're a Fighter type, I'd go with Heroics.
Otherwise, unless I'm going for something specific, False Life, Rope Trick or Swift Fly.
Commx

01-06-07, 04:06 PM
Rope Trick and Heroics look like they could be good spells for this, although the duration of Heroics is going to be a bit low this way. I suppose Rope Trick will be the best option here, giving shelter for an hour where and whenever it is needed.
eyelessgame

01-08-07, 02:36 AM
I might consider Shatter, as a general spell that's useful anytime you're clever and the description of an area is detailed. Good flavor, too, as a single spell.
Seeker95

01-08-07, 10:52 AM
Sticking to core, I like the following 2nd and 1st level spells (since you can choose a lower level spell for the slot if you like):

Utility
Spider Climb
Rope Trick
Detect Thoughts
Identify
Comprehend Languages
Knock (if campaign usable)
Disguise Self

Combat
Dex/Str/Con transmutations
Mirror Image
Expeditious Retreat
Enlarge Person
True Strike

Dual Function
Invisibility
Shatter
Darkness

My favorites are in red.
tyrecian

01-08-07, 04:19 PM
alter self is 10 minutes per level, so you could get 10 minutes out of it. Can create wings so you can fly, and i think that you can get some creatures that you emulate with natural armor bonuses.

all in all, the 10 minutes per level spells are going to be the most useful. ALso in this category is Energy prot. If you know you need it, cast it and get 10/hit from a specific energy type 1/day. That isnt so bad for 100 rounds. At low level fire is found everywhere, and higher levels you get a standard action reducer.

True Strike is also a fine option if you are multi-classing, as it avoids concealment and gives +20 for that really special sniping attack against the displacer beast.... =)

High durations are the optimal though, things you can get a lot of use from =) and are versatile like the first two... you wont ever regret em, and their usefulness will never flag... =)

dont get down on offensive spells... Fog cloud is 10minutes per level and creates concealment =) always an option. Web offers a reflex save, but can be a nice spell to block off exits in a fight, etc.
SephDragoon

01-08-07, 05:38 PM
Um... he is asking for a 2nd level spell. Too many of those spells listed were level 1... Identify and True Strike are two that are level 1's.
Seeker95

01-08-07, 08:46 PM
he is asking for a 2nd level spell. Too many of those spells listed were level 1Re-read the sentence that precedes the list.
SephDragoon

01-08-07, 09:41 PM
except... why is he going to use a lower level one? He gets level 1 spells anyways, and can memorize them at higher levels. He asked what 2nd level spell he should learn... which sounds like a fairly straight forward question. He has to pick one, that is the problem. Using a 1st level for a 2nd level seems like a really really bad choice.
Seeker95

01-09-07, 11:12 AM
why is he going to use a lower level one?Because, in the grand scheme of things, a specific 1st level spell might be more useful over the life of his adventuring career than a 2nd level spell.Using a 1st level for a 2nd level seems like a really really bad choice.But it is still a choice he has.

You replied as if I had made a mistake. I did not.
Commx

01-09-07, 12:14 PM
Wow, this got more interest than I expected.

@Seeker95:
Most of those spells sound alright, but I don't think that spells with an expensive component (ie: Identify) are a good idea, as that single spell could become quite expensive over time. Also, don't you think Alter Self which tyrecian suggested would be better than Disguise Self, as it is basically the same with the bonus of actually becoming what I look like?

@tyrecian:
Yes, I like those, especially Alter Self, but won't the fact that I can only change into something with 1 HD be a problem?
Deathstalker

01-09-07, 12:31 PM
I would recommend Glitterdust because it has offensive capabilities in that it can blind, and defensive capabilities in that it can not only reveal invisible opponents, but it also grants a -40 to hide checks. At high level, if only half the party can spot the high level rogue, that can be very dangerous, this spell has the advantage of helping the rest of the party deal with hard to see opponents that see invis, true seeing and invisibility purge can't help with. It's also a ranged spell that has an area effect, so you don't have to be too close (within 25' if you're only 1st caster level isn't TOO bad) and it has a 10' radius, so if you have a half way decent guess where your target is, you have a pretty good chance of hitting him or in the event that your opponents are grouped, getting multiple targets. The blinding effect is a will save, according to the srd, so it's very likely that you'll also have a pretty good chance of blinding your enemy rogue or fighter.

As an added bonus, there's no spell resistance on the spell.

Mirror image and rope trick would also be useful, but those spells are solely defensive in nature, which isn't to say that they're not unbelievably valuable, but if you're looking for a single spell that will remain useful and have a variety of applications defensive and offensive, I'd go with glitterdust.
Seeker95

01-09-07, 02:25 PM
Also, don't you think Alter Self which tyrecian suggested would be better than Disguise Self, as it is basically the same with the bonus of actually becoming what I look like?Alter Self: The maximum HD of an assumed form is equal to your caster level.
If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Disguise Self: If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
I am of the opinion that there is no need for alter self when its benefit is not any different than the lower level spell. The "actually becoming" aspect of alter self may be a benefit worth pursuing, of course. But a CL1 limit is not my idea of useful. Then again, I find the other spells available on my suggested list to be even more desirous.

Regarding the expensive component...
If having identify is a good 1/day ability, then it is a good ability. If you have to pay someone else to do this for you, you still have to pay the component part anyway.

If you don't think this is the right spell to have, then don't worry about it. As a utility spell, it is a good "for the whole party" ability. As a personal-benefit spell, not so useful.
tarkin

01-09-07, 03:21 PM
Identify is not a good spell to pick, period. But the price is one of the reasons. It is not a good spell in part because it is expensive.

I would go with Mirror Image. It provides a solid defense, even at lower levels, that can even stack with a Blur.
tyrecian

01-09-07, 07:36 PM
hmm yes you are right, alter self is not such a great choice if you are not going to be a high level caster. I hadn't thought that one through quite right.

Mirror image is getting some play, but at 1 minute its usefulness is harsh. Still it can be a lifesaver in combat, and the miss chance is always greater than that of Blur. If you are concerned with getting hit 1 minute of Invis is a nice feature and one that is utility too.

On the invis tip, See Invisibility is a good one. It lasts 10min/level (so a while still for a first lvl caster) and it is personal, so without it on a spell list it is a pain in the arse to get (unless you have a wand, and can cast arcane, i assume you can). For high level play it can be huge, not so useful at low levels though.

Glitterdust is a good spell, but it is rounds/lvl, so really out of the running, i would think.

For offense flavor touch of idiocy is a great caster killer. Often you need to get rid of that particluarly nasty caster, and it allows no save, lasting 10min/level, not an altogether bad choice if you are going to be tanking it up. Once per day you get to try to assassinate a wizzy. The spell reisstance is a pain at higher levels though.

Scorching ray is a nice offensive spell at low levels, as it is 4d6 no save (great if you are taking up rogue levels as 1/day is all you need for that ranged sneak attack).

Darkness is 10min/level as well. Not a bad choice, but involves miss chances if centerred on you, great defensive spell though.

Minor Image is a great spell if you are looking for super utility, although the will save is low, it is concentration + 2, so you could always have an immediate say monster from the summon tables that could take a hit or two from the monster using up precious rounds =) and attack actions of your DM's foes. Also makes nice walls and fogs, and concentration is a tricky thing, as in you can keep it up a while if you are not busy in some kind of combat or another situation.

If you are evil, command undead is a nice feature, lasting a day/level and mindless undead get no save. This could be handy, but only if evil.

Pyrotechnics requires a Fire, but it is a great spell if you are in need of no save/ no SR features that affect the enemy. Course only the smoke cloud is good and the saves would always be paltry.



I stand by my orgional Fog Cloud/ energy resistance for usefulness at higher levels, and i think ER will save you more than FC. See invis is a nice one too. Forget i ever mentioned Alter self, although it is nice, the HD thing would restrict you from many of the cool things i was thinking of.

I like seekers spell list, but the options are time limited to one minute/day. I think that a wand would be more efficient. I.e. a wand of Mirror Image cast at 3rd level is 4,500, making the price 90 gp a charge. Simply getting a 360 gp wand of 4 charges of mirror image is far superior since 30 rounds is vastly better for a dungeon crawl than 10.

Energy Resistance is pretty uber, if you know what you are up against. Can come in handy in many odd situations... =)
spectralphoenix

01-10-07, 03:33 AM
Is there another wizard in the party? What class are you going for after this one?

Detect Thoughts can be handy in an RP heavy game.

Especially given your CL, Blur might be more useful than Mirror Image at higher levels.

Most of the other ones that I thought of have already been mentioned. That said, I'd have to vote against Identify, since you could cast it with your wizard level, and given it's casting time you won't be using it "in the field" anyway.
runestar

01-10-07, 03:38 AM
What are you multiclassing in?
If you plan on wearing armour, you might want a spell with no somatic components, such as blur, to avoid ASF.

The create magic tattoo spell lasts for 1 day, though it costs 100gp per pop.:(
High Octane

01-10-07, 03:54 AM
Scorching ray is the route I would go. Nothing says effective spellcaster like 4d6 damage from a touch attack at level 1.
Yokomohoyo

01-10-07, 04:57 AM
For some strange reason no one has mentioned "FLY"... Its level 2 and last 1 min per level so at level 3-4 (dont know if your a sorc or a wiz) you'll be inflight for 3-4 min and can still cast spells from above.
J_Riley

01-10-07, 07:05 AM
For some strange reason no one has mentioned "FLY"... Its level 2 and last 1 min per level so at level 3-4 (dont know if your a sorc or a wiz) you'll be inflight for 3-4 min and can still cast spells from above.

That's b/c Fly is a 3rd level spell...
Kal_Torak

01-10-07, 07:12 AM
Actually, Fly is a level 3 spell.. You might be thinking of swift fly, a level 3 spell from spell compendium, which lets you fly as a swift action for 1 round.
As for problems with caster levels, you could always take the feat practiced spellcaster from complete arcane; it gives you a max of +4 to caster level as long as it doesn't exceed your HD.
green_yawgmoth

01-10-07, 08:23 AM
Scorching Ray is a good one, but I much prefer Darkbolt (lords of madness). sure it'd only be 1d8 damage, but if they fail a fort save, they get stunned for 1 round, and stunning is second only to str/dex/con damage in my list of favorite effects.


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