Gish Spellbook

Post/Author/DateTimePost
#1

idontmuchcareforit

Apr 01, 2009 18:18:58
I've been looking for spells that are especially useful for a gish in combat, and all i've found is greater might wallop.

I think there should be a list of spells that are especially useful to gish's in ways that they are not useful to ordinary spellcasters.

Hopefully, with your help, I can compile such a list.
#2

qoshea

Apr 01, 2009 19:11:42
A character I was working on (Grug the Half-Ogre Wizard) has the following spells.

Took the Alternative Class feature Domain Wizard (Battle).

Haven't had a chance to play him yet though, so I'm not sure how well it work.

1st Level
First Level (5 + Domain)
Identify
Shocking Grasp
Enlarge Person
Mage Armor
Fist of Stone
Power Word: Pain
Shield
True Strike (D)
#3

true_shinken

Apr 01, 2009 19:20:49
I'd add Wraithstrike, Polymorph, Dimension Door, Dimension Hop and Benign Transposition, from the top of my head.
#4

ninjarabbit

Apr 01, 2009 19:26:42
A lot of it depends on the actual gish build itself: wizard or sorcerer, abjurant champion and other PrC levels, what you use as your melee base, etc.

Anyways here's a few good general gish spells:

1-enlarge person, shield, ray of enfeeblement, grease

2-alter self, wraithstrike, ray of stupidity

3-haste, greater magic weapon, greater mighty wallop, displacement, ray of exhaustion

4-polymorph, greater mirror image

Generally speaking you'll want self-buffs, no save debuffs, and a few battlefield control spells that put you at the advantage and your foe at a disadvantage.
#5

true_shinken

Apr 01, 2009 19:38:48
Also, Wings of Cover is a need for anything that can cast it. So is Nerveskitter.
#6

volatris

Apr 01, 2009 19:52:41
Some that get less attention:
  • accelerated movement (1st, SC) - Swift cast; lets you tumble around at full speed instead of half
  • ectoplasmic armor (1st, LM 64) - All-day providing tons of AC vs. incorporeal touch attacks, gets bonuses from Abjurant Champion.
  • sadism (2nd, BoVD 103) - Gives +1 luck bonus to attack and saves per 10 damage done in previous round. Doing 50 points of damage a round? +5 to attack to turn into Combat Expertise or Power Attack. Doing 200 points of damage a round? How does +20 to your saves sound (while basically getting a free true strike for every single attack)? Note: this spell has the [Evil] descriptor.
  • greater magic weapon (3rd, PHB)
  • shadow phase (3rd, SC) - Gives you the 50% incorporeal miss chance like blink does, without any of the bad effects (including slow movement).
  • ruin delver's fortune (4th, SC) - Immediate action; gives you either CHA bonus to your saves or temporary hitpoints for a few rounds.
  • heart of earth (4th, CMage 106)
  • greater blink (5th, SC)
  • vanishing weapon (5th, BoED 111)
  • energy absorption (7th, CMage 103)
#7

feloniousela

Apr 01, 2009 20:37:58
I always pack the following (build with Abjurant Champion)

Greater Mighty Wallop
Greater Magic Weapon
Wraithstrike
Nerveskitter
The "Heart of X" spells
Shield
Dragonskin
Polymorph (with Shimmering Scales if you grab a high Natural Armor bonus)
Alter Self
Draconic Polymorph
Greater Invisibility
Greater Mirror Image
Heroics
Heroism
Greater Enlarge Person
Haste (usually from item as a free action if possible)
Overland Flight
Protection From Evil
Blades of Flame (early level spell choice)


I'm sure there are more but those are my best choices for a Gish.
#8

phoenix00

Apr 01, 2009 23:22:02
reposted from an old thread called "the gish's spellbook"

http://forums.gleemax.com/wotc_archive/index.php/t-585708

Show
Defensive Buffs: These spells tend to increase your AC, Damage attackers who hit you, provide a miss chance against you, or increase your saving throws. I did not include Energy resistance in this list, but I probably should have.



Abjuration
lvl 1 Protection, from Alignment
lvl 1 Shield
lvl 1 Ectoplasmic Armor
lvl 1 Ironguts
lvl 1 Nightshield
lvl 2 Protection from Arrows
lvl 2 Daggerspell Stance
lvl 2 Ectoplasmic Feedback
lvl 2 Scintillating Scales
lvl 3 Magic Circle Vs. Alignment
lvl 3 Earthen Grace
lvl 3 Reverse Arrows
lvl 4 Stoneskin
lvl 4 Resistance, Greater
lvl 5 Anticold Sphere
lvl 5 Contingent Energy Resistance
lvl 5 Irongaurd, Lesser
lvl 5 Indomitability
lvl 6 Aura Of Evasion
lvl 6 Resistance, Suprior
lvl 7 Spell Turning
lvl 7 Irongaurd
lvl 8 Mind Blank
lvl 8 Protection from Spells
lvl 9 Absorption

Conjuration
lvl 1 Mage Armor
lvl 2 Create Magic Tattoo
lvl 3 Mage Armor, Greater
lvl 5 Acid Sheath
lvl 5 Cacophonic Shield

Divination
lvl 8 Moment of Prescience
lvl 9 Foresight

Enchantment
lvl 2 Mechanus Mind
lvl 6 Mislead

Evocation
lvl 2 Veil of Shadow
lvl 4 Fire Shield
lvl 9 Instant Refuge

Illusion
lvl 2 Blur
lvl 2 Invisibility
lvl 2 Mirror Image
lvl 2 Shadowmask
lvl 3 Displacement
lvl 4 Invisibility, Greater

Necromancy
lvl 2 Death Armor
lvl 6 Aura of Terror
lvl 6 Opalescent Glare

Transmutation
lvl 1 Babau Slime
lvl 1 Horrible Taste
lvl 1 Shieldbearer
lvl 2 Bear’s Endurance
lvl 2 Cat’s Grace
lvl 2 Balor Nimbus
lvl 2 Ghost Touch Armor
lvl 2 Heroics
lvl 2 Mountain Stance
lvl 3 Blink
lvl 3 Primal Form
lvl 3 Shadow Phase
lvl 3 Spiderskin
lvl 3 Diamondsteel
lvl 3 Dragonskin
lvl 3 Hamatula Barbs
lvl 4 Ruin Delver’s Fortune
lvl 5 Blink, Greater



Mobility Buffs: These spells improve your mobility



Conjuration
lvl 1 Mount
lvl 1 Benign Transposition
lvl 2 Balancing Lorecall
lvl 2 Baleful Transposition
lvl 4 Dimension Door
lvl 5 Teleport
lvl 5 Dimension Door, Greater
lvl 6 Gemjump
lvl 7 Phase Door
lvl 7 Teleport, Greater
lvl 8 Plane shift, Greater

Evocation
lvl 4 Floating Disk, Greater

Illusion
lvl 3 Phantasmal Steed

Transmutation
lvl 1 Expeditious Retreat
lvl 1 Jump
lvl 1 Expeditious Retreat, Swift
lvl 2 Levitate
lvl 2 Surefooted Stride
lvl 2 Swim
lvl 2 Fly, Swift
lvl 3 Fly
lvl 3 Blink
lvl 4 Fight of the Dragon
lvl 4 Wings of Air, Greater
lvl 5 Overland Flight
lvl 5 Blink, Greater
lvl 5 Xorn Movement
lvl 9 Undermaster




Morphic Spells: These spells offer you a host of benefits due to a completer or partial change in form. These are among the most effective spells for a Gish to take, and many provide combat bonuses, AC bonuses, size increases, natural attacks, etc.



Illusion
lvl 2 Claws of Darkness

Transmutation
lvl 1 Enlarge Person
lvl 1 Fist of Stone
lvl 1 Cutting Hand
lvl 2 Alter Self
lvl 3 Bite of the Wererat
lvl 3 Garillon’s Blessing
lvl 4 Polymorph
lvl 4 Bite of the Werewolf
lvl 4 Displacer Form
lvl 4 Flame Whips
lvl 5 Bite of the Wereboar
lvl 5 Draconic Might
lvl 5 Enlarge Person, Greater
lvl 5 Fiendform
lvl 5 Gutsnake
lvl 5 Nightstalker’s Transformation
lvl 6 Bite of The Weretiger
lvl 6 Stone Body
lvl 7 Bite of the Werebear
lvl 7 Body of War
lvl 7 Elemental Body
lvl 8 Iron Body
lvl 8 Polymorph Any Object
lvl 9 Shapechange




Offensive Buffs: These spells offer an increase to your melee offensive capability, and damage output. This may be due to any combination of increased attack, damage or number of attacks per round.



Abjuration
lvl 2 Daggerspell Stance

Conjuration
lvl 1 Blades of Fire
lvl 2 Create Magic Tattoo

Divination
lvl 1 True Strike
lvl 1 Arrow Mind
lvl 1 Critical Strike
lvl 1 Golem Strike
lvl 1 Guided Shot
lvl 1 Master’s Touch
lvl 1 Targeting Ray
lvl 8 Moment of Prescience

Enchantment
lvl 3 Heroism
lvl 3 Rage
lvl 6 Heroism, Greater
lvl 7 Power Word Blind
lvl 8 Power Word Stun
lvl 9 Power Word Kill

Evocation
lvl 1 Blood Wind
lvl 1 Guiding Light
lvl 1 Persistant Blade
lvl 2 Burning Sword
lvl 8 Lightning Ring

Illusion
lvl 2 Bladeweave

Necromancy
lvl 5 Death Throws
lvl 6 Eyebite

Transmutation
lvl 1 Magic Weapon
lvl 1 Weapon Shift
lvl 2 Bull’s Strength
lvl 2 Cat’s Grace
lvl 2 Body of the Sun
lvl 2 Bristle
lvl 2 Fearsome Grapple
lvl 2 Fuse Arms
lvl 2 Heroics
lvl 2 Infernal Wound
lvl 2 Razorfangs
lvl 2 Wraithstrike
lvl 3 Haste
lvl 3 Keen Edge
lvl 3 Magic Weapon, Greater
lvl 3 Steeldance
lvl 3 Weapon of Energy
lvl 3 Weapon of Impact
lvl 3 Dolorous Blow
lvl 4 Entangling staff
lvl 4 Sharptooth
lvl 6 Tenser’s Transformation
lvl 6 Brilliant Blade




Ranged Attack Spells These spells take advantaged of a Gish's superior BAB to allow for potentially devistating ranged attacks. Most (but not all), of these spells are rays.



Abjuration
lvl 2 Distracting Ray
lvl 4 Dimensional Anchor
lvl 4 Ray of Deanimation
lvl 7 Antimagic Ray

Conjuration
lvl 1 Orb of Acid, Lesser
lvl 1 Orb of Cold, Lesser
lvl 1 Orb of Electricity, Lesser
lvl 1 Orb of Fire, Lesser
lvl 1 Orb of Sound, Lesser
lvl 2 Melf’s Acid Arrow
lvl 2 Ice Knife
lvl 3 Icelance
lvl 4 Orb of Acid
lvl 4 Orb of Cold
lvl 4 Orb of Electricity
lvl 4 Orb of Fire
lvl 4 Orb of Force
lvl 4 Orb of Sound
lvl 5 Shrink Item
lvl 5 Viscid Glob
lvl 5 Moonbow
lvl 5 Prismatic Ray
lvl 7 Stun Ray
lvl 9 Black Blade of Disaster
lvl 9 Sphere of Ultimate Destruction

Enchantment
lvl 2 Ray of Stupidity
lvl 2 Sting Ray
lvl 3 Ray of Dizziness

Evocation
lvl 0 Ray of Frost
lvl 0 Electric Jolt
lvl 1 Ice Dagger
lvl 1 Light of Lunia
lvl 1 Ray of Flame
lvl 2 Scorching Ray
lvl 2 Blast of Force
lvl 2 Light of Mercuria
lvl 2 Rainbow Beam
lvl 2 Ray of Ice
lvl 3 Light of Venya
lvl 4 Sword of Deception
lvl 7 Prismatic Eye

Necromancy
lvl 1 Ray of Enfeeblement
lvl 2 Life Bolt
lvl 2 Ray of Sickness
lvl 2 Ray of Weakness
lvl 3 Ray of Exhaustion
lvl 3 Disrupt Undead
lvl 6 Ray of Entropy
lvl 7 Arrow of Bone
lvl 7 Energy Ebb
lvl 7 Kiss of the Vampire

Transmutation
lvl 0 Launch Bolt
lvl 0 Launch Item
lvl 1 Ray of Clumsiness
lvl 2 Hurl
lvl 2 Scale Weakening
lvl 2 Whirling Blade
lvl 3 Rust Ray
lvl 3 Giant’s Wrath
lvl 5 Telekinesis
lvl 5 Lucent Lance



Rogue Spells: These are spells which inprove a rogues' ability to apply sneak-attack damage in combat. They may deny the enemy a dex bonus, provide flanking or allow sneak attack damage to apply to creatures normally immune.



Conjuration
Varies Summon Monster (all)
Varies Summon Undead (all)

Divination
lvl 1 Golem Strike
lvl 1 Sniper’s Shot
lvl 1 Insightful Feint

Enchantment
lvl 1 Distract Assailant
lvl 6 Mislead

Illusion
lvl 1 Serene Visage
lvl 2 Invisibility
lvl 4 Invisibility, Greater
lvl 5 Shadow Form
lvl 6 Shadowy Grappler
lvl 8 Invisibility, Superior

Necromancy
lvl 2 Wracking Touch

Transmutation
lvl 1 Nerveskitter
lvl 3 Blink




Tactical Spells: These spells allow a Gish to become better masters of the battlefield. They may control terrain in ways that Gish can do well to take advantage of, or they may give other edges in combat. These have notes describing reccomended use. Some notes follow the list.



Abjuration
lvl 6 Antimagic Field
lvl 8 Prismatic Wall
lvl 9 Prismatic Sphere

Conjuration
lvl 0 Caltrops
lvl 1 Obscuring Mist
lvl 2 Fog Cloud
lvl 2 Glitterdust
lvl 2 Cloud of Bewilderment
lvl 2 Malevolent Miasma
lvl 3 Stinking Cloud
lvl 3 Contagious Fog
lvl 4 Evard’s Black Tentacles
lvl 4 Solid Fog
lvl 5 Minor Creation
lvl 5 Major Creation
lvl 6 Acid Fog
lvl 6 Freezing Fog

Divination
lvl 2 See Invisibility
lvl 3 Arcane Sight
lvl 6 True Seeing
lvl 7 Arcane Sight, Greater

Evocation
lvl 1 Luminous Gaze
lvl 1 Persistent Blade
lvl 3 Blacklight
lvl 6 Contingency
lvl 6 Howling Chain

Illusion
lvl 6 Shadowy Grappler

Transmutation
lvl 1 Accelerated Movement
lvl 1 Ebon Eyes
lvl 1 Low-Light Vision
lvl 1 Nerveskitter
lvl 2 Darkvision
lvl 3 Tremorsense
lvl 3 Deeper Darkvision
lvl 4 Rary’s Mnemonic Enhancer
lvl 4 Spell Enhancer
lvl 5 Spell Matrix, Lesser
lvl 6 Mordenkainen’s Lucubration
lvl 6 Imbue Familiar W/Spell Ability
lvl 7 Spell Matrix
lvl 9 Spell Matrix, Greater


NOTES:

Cloud Spells: These all allow for the same principle: Cast them against opponents who are taller than you (giants for example), but put the cloud up high enough that you can still run around undernieth. This provides both cover and the added benefit of the cloud (stinking cloud works very well here). Note that some clouds (like cloudkill) are heavier than air. These are excluded from the list.

Meta-spells: These include Rary's Mnuemonic Enhancer, contingency, Spell Matrix, imbue familiar etc. These spells take advantage of the fact that some of your best Gish spells are only 1st or 2nd level. Note that you can use Mordenkainen's Lucubration to get another Rary's enhancer, which can give you 3 extra true strikes (for example). Don't forget that your Familiar can also be wearing a contingency!

Gaze Attack spells: These spells are just a good idea to pre-cast before a battle, as they give you a passive attack as you wade into combat.

Prizmatic Spells: These spells let you (alone) walk through them. I'll let you figure out the possible implications.

Creation Spells: Major and Minor - Lot's of possibilities here, including poisoning your weapon etc.

Enhanced Perception: See invisibility, tremmorsense etc. These spells let you find your way around the battlefield.



Touch Spells: This category includes offensive spells with a range of touch, as well as spells which improve your ability to deliver these spells. Note that spells which give you a natural weapon are not included in this category.



Abjuration
lvl 9 Imprisonment

Conjuration
lvl 1 Corrosive Grasp

Enchantment
lvl 2 Touch of Idiocy
lvl 8 Otto’s Irresistible Dance

Evocation
lvl 1 Shocking Grasp
lvl 2 Flame Dagger
lvl 3 Blade of Pain and Fear
lvl 4 Thunderlance
lvl 7 Emerald Flame Fist

Illusion
lvl 3 Spectral Weapon

Necromancy
lvl 0 Touch of Fatigue
lvl 1 Chill Touch
lvl 2 Spectral Hand
lvl 2 Ghoul Touch
lvl 2 Wracking Touch
lvl 3 Vampiric Touch
lvl 3 Mind Poison
lvl 3 Spider Poison
lvl 4 Contagion
lvl 4 Bestow Curse
lvl 5 Blight
lvl 6 Spectral Touch
lvl 8 Bestow Curse, Greater
lvl 8 Blackfire

Transmutation
lvl 1 Spell Flower
lvl 2 Belker Claws




Analysis: Obviously, what spells you take are going to depend greatly on your combat style. That said, There are some clear patterns:

Warrior/Wizard specialization: Divination remains a good school for the Fighter/Wizard wanting to specialize. While almost all the really good gish spells in this school run out by 3rd level, metamagic feats (like quicken) keep the low-level spells viable into the higher levels. After this, they have the excellent 8th level spell Moment of Precience to work with. The school to give up for this benefit is clearly evocation.

Arcane Tricksters & specialization: Conjuration is an excellent choices for a ray expert, providing viable ray attacks well into the higher levels. the best choices to give up are probably enchantment and necromancy, since these rays don't do much direct damage for you to add your sneak-attack to.

Enlightened Fists: These Touch spell specialists need necromancy for offense. Transmutation allows for some devistating touch attacks when combined with the spell flower spell & Garillion's Blessing. I would recommend specializing in necromancy and losing evocation and enchantment. This is not a great trade-off however, so you might not want to specialize at all.

In no case should transmutation be given up by any gish, ever.


Well, that's about it. I hope this proves to be a useful resource to players. Again, please feel free to post some contributions, this can be a work in progress.
#9

pithica

Apr 02, 2009 13:55:06
On a more general note, when I build Gishes, I generally look for the following spells...

#1 Long Duration Self Buffs (including persistable spells, once I have that ability)
#2 Any Duration Debuffs (preferably no-save or suck)
#3 Utility spells

The latter spells, I often burn on Arcane Strike if I haven't used them already in a given adventuring day and need the extra damage.

I usually play Wizard Gishes, and they almost always have Abjurant Champion levels. Assuming a starting Int of 14 and normal 2/lvl additions, I start with the following...

0th-All normal + Launch Item and Amanuensis
1st (7)-Shield, Ray of Clumsiness (SC), Enlarge Person, Grease, Nervskitter (SC), Spell Flower (SC), Mount
2nd (4)-Wraithstrike (SC), Alter Self, False Life, Heart of Air (CM)
3rd (4)- Vampiric Touch, Greater Mage Armor (SC), Heart of Water (CM), Greater Magic Weapon
4th (4)- Heart of Earth (CM), Greater Mirror Image (PH2), Polymorph, Ray Deflection (SC)
5th (4)- Heart of Fire (CM), Teleport, Spelltheft (CSc), Greater Blinking (SC)
6th (4)- Greater Anticipate Teleportation (SC), Superior Resistance (SC), Contingency, Greater Heroism
7th (4)- Energy Immunity (SC), Ironguard (SC), Bite of the Werebear (SC), Retributive Enervation (CM)
8th (4)- Mindblank, Moment of Prescience, Greater Celerity (PH2), Lightning Ring (SC)
9th (4)- Shapechange, Timestop, Astral Projection, Gate

For me, 2nd-5th have the most spells that I really really want as a gish. 3rd is especially hard. If I don't have another caster to haste me in combat, I'll definately take it over Vampiric Touch. Likewise, if I can get away with Greater Mighty Wallop, I'm going to take it over GMW, but I'm probably going to come back and purchase them. Spells like Explosive Runes or Fabricate, while not powerful enough to mem every day, give me something 'productive' to do during downtime, so things like that will get purchased as I can afford them.