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3.5e best low level spells for high level characters

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WDS

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Dec 10, 2010, 9:05:34 AM12/10/10
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In your opinion what are the best low level (level 1-2) spells for high
level (ones who can cast level 7+ spells) casters? And why? To limit
the discussion to reasonableness restrict your choices to those spells
in the PHB and Spell Compendium (or SRD).

I'll add mine once the discussion gets going.

George W Harris

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Dec 10, 2010, 12:26:16 PM12/10/10
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On Fri, 10 Dec 2010 08:05:34 -0600, WDS <Bi...@seurer.net> wrote:

>In your opinion what are the best low level (level 1-2) spells for high
>level (ones who can cast level 7+ spells) casters? And why? To limit
>the discussion to reasonableness restrict your choices to those spells
>in the PHB and Spell Compendium (or SRD).

Ray of Enfeeblement. No save, and there are
plenty of critters who are much less scary once you give
them a -6 to -10 to Strength.
--
"Doesn't the fact that there are *exactly* fifty states seem a little suspicious?"

George W. Harris For actual email address, replace each 'u' with an 'i'

Harold Groot

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Dec 10, 2010, 3:28:43 PM12/10/10
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On Fri, 10 Dec 2010 08:05:34 -0600, WDS <Bi...@seurer.net> wrote:


My 13th level caster is primarily doing divine spells, though through
ALLSPELL she can also cast some arcane spells.

The most common spell 2nd level spell she uses is DIVINE INSIGHT.
That gives her a +15 Insight bonus on a single skill check. The spell
lasts 8 hours or until used, so once she has used it up she will set
up a new one as soon as it is practical to do so. She probably uses 4
or 5 DIVINE INSIGHT spells per day.

As a Dweomerkeeper she gets to choose a few extra spells for
spontaneous conversion (like Clerics with CURE spells). This is one
of her choices.

By far the most common 1st level spell she uses is FAITH HEALING. She
has converted all the other party members to her faith and makes her
own Wands of FAITH HEALING. The party always starts each encounter
with full hit points. It's not exactly Spotlight stuff, but it's very
useful.

At lower levels FAITH HEALING was even fairly effective in the middle
of combat, but at 13th level (needed to be casting the 7th level
spells you specified for this discussion) the in-combat curative
spells have generally needed to be more potent. In a recent battle
with a (buffed) dragon our tank needed 2 HEAL spells only 2 rounds
apart. But it is not uncommon after a battle for the non-melee types
to each need a couple of charges off the Wand while the tank might
need a half dozen. With 4 encounters you can burn through a wand a
day. Fortunately, she can MAKE a wand a day (having a Ring Of
Sustenance helps free up enough time to do so).


Hadsil

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Dec 10, 2010, 5:31:14 PM12/10/10
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Silent Image - make an illusion of a Wall of Stone, Wall of Iron, or
Prismatic Wall. People "know" you could cast the real thing. They
won't necessarily realize it's fake. Particular intelligent bad guys
with ranks in spellcraft will use the skill for every spell you cast
and know it's fake right away, but for the most part at worst you get
a round or two of breathing room before the ruse is discovered. Other
effective illusions available as well.

Protection From Evil - Suppresses high level compulsions, keeps away
high level summoned monsters, and no pluses to saving throws are ever
a bad idea.

Command - "Fall" and "Drop" are useful for lots of situations, but the
occasional "Halt" or "Flee" can give you the 1 round breather you
need.

Charm Person - Even 20th level humanoids are still vulnerable to the
spell. Sure, it's no Dominate but still useful.

Augury - Sometimes you only need a short confirmation. The spell
works for high level dangerous situations of the immediate future.
Use Divination and Commune for the more involved, longer lasting
stuff.

Detect Magic - Still need to pick out the loot.

Identify - Still need to know what the loot does.

Detect Poison - Bad guys will use it against you.

Mage Hand - Always nice to move small things from a distance.

Tenser's Floating Disc - Always nice to carry extra stuff around.

Unseen Servant - For a longer lasting Mage Hand and when you need to
move a little bit heavier stuff.

Cure Minor/Light Wounds - If only to stabilize. You can probably do
it on the heal check, but still.

WDS

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Dec 10, 2010, 5:32:53 PM12/10/10
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On 12/10/2010 11:26 AM, George W Harris wrote:
> On Fri, 10 Dec 2010 08:05:34 -0600, WDS<Bi...@seurer.net> wrote:
>
>> In your opinion what are the best low level (level 1-2) spells for high
>> level (ones who can cast level 7+ spells) casters? And why? To limit
>> the discussion to reasonableness restrict your choices to those spells
>> in the PHB and Spell Compendium (or SRD).
>
> Ray of Enfeeblement. No save, and there are
> plenty of critters who are much less scary once you give
> them a -6 to -10 to Strength.

Yup. That's one of the best spells to weaken the big guys, especially
ones that get lots of attacks. And at high levels it is 1d6+5 to -6 to
-11 strength.

There is a Dexterity equivalent spell in the Spell Compendium that works
well too. If you can find another spell that *damages* or *drains* Dex
then hit them with the Ray first then the other one and you can reduce
their Dex to 0 and disable them.

George W Harris

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Dec 10, 2010, 7:24:17 PM12/10/10
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On Fri, 10 Dec 2010 16:32:53 -0600, WDS <Bi...@seurer.net> wrote:

>On 12/10/2010 11:26 AM, George W Harris wrote:
>> On Fri, 10 Dec 2010 08:05:34 -0600, WDS<Bi...@seurer.net> wrote:
>>
>>> In your opinion what are the best low level (level 1-2) spells for high
>>> level (ones who can cast level 7+ spells) casters? And why? To limit
>>> the discussion to reasonableness restrict your choices to those spells
>>> in the PHB and Spell Compendium (or SRD).
>>
>> Ray of Enfeeblement. No save, and there are
>> plenty of critters who are much less scary once you give
>> them a -6 to -10 to Strength.
>
>Yup. That's one of the best spells to weaken the big guys, especially
>ones that get lots of attacks. And at high levels it is 1d6+5 to -6 to
>-11 strength.

It works really well with Empower Spell, as well, upping
it to -9 to -16 Strength.

Jim Davies

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Dec 10, 2010, 9:10:42 PM12/10/10
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On the grave of WDS <Bi...@seurer.net> is inscribed:

Mirror Image. Things miss you. What's not to like?

Shield Other. Double your tank's HP, or as good as. And he's harder to
hit (deflection bonuses are fairly rare).

Protection fromv Evil. For a 1st level spell, this one never gets old.

--
Jim or Sarah Davies, but probably Jim

D&D and Star Fleet Battles stuff on http://www.aaargh.org

There is no God. But there is pudding!

tussock

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Dec 10, 2010, 9:39:20 PM12/10/10
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WDS wrote:

Web, Glitterdust, Grease, Magic Missile, Shield, Mirror Image, Fog
Cloud, Summon Swarm, Ghoul Touch, Feather Fall, Rope Trick, ... oh, I
should stop sometime, shouldn't I.

Really, who needs all the cheese in the spell compendium? Hell, I'm
not even using the best stuff in the PHB. Mine are more, best for the
continuation of the game.

Also: Hold Person, Sanctuary, Faerie Fire, Protection From Mindfuck,
Shield Other, and no doubt something else I don't care about. Low level
Divine spells are bad enough when you're low level. 8]

--
tussock

Loren Pechtel

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Dec 12, 2010, 12:45:00 AM12/12/10
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On Fri, 10 Dec 2010 12:26:16 -0500, George W Harris
<gha...@mundsprung.com> wrote:

>On Fri, 10 Dec 2010 08:05:34 -0600, WDS <Bi...@seurer.net> wrote:
>
>>In your opinion what are the best low level (level 1-2) spells for high
>>level (ones who can cast level 7+ spells) casters? And why? To limit
>>the discussion to reasonableness restrict your choices to those spells
>>in the PHB and Spell Compendium (or SRD).
>
> Ray of Enfeeblement. No save, and there are
>plenty of critters who are much less scary once you give
>them a -6 to -10 to Strength.

I sure hate that spell in DDO!

Dragonkat

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Dec 13, 2010, 11:04:07 AM12/13/10
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Reverse Missiles (SC) is a good surprise, but up in lvls.

Justisaur

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Dec 13, 2010, 12:16:53 PM12/13/10
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Anything and everything that doesn't rely on saves and isn't
restricted by hd, usually stuff with good duration or other level
based effects that increase enough to be of benefit vs. being on a
scroll. As such I'll discuss only those things better memorized.

From SRD:

Feather Fall: More useful memorized, since you aren't always going to
have time to dig out a scroll when you need it.

Summon Monster/Nature's Ally I & II - always handy to have something
to scout ahead and find traps the hard way, they last long enough at
this level that they can be useful in unexplored territory, and can be
a speed bump for some monsters.

Unseen Servant: Better in many circumstances than Summon due to
duration, however not as good at discovering some traps the hard way.

Alter Self: Who doesn't want an extra 6 to 8 natural AC? Or
breathing underwater or speed or a disguise or whatever else might
strike your fancy. My Bard was still using it at lv 20.

Blur: Good defense, doesn't usually having stacking issues, Bard was
still using at lv 20.
Mirror Image: Good defense, doesn't usually have stacking issues, Bard
was still using at lv 20

Glitterdust: Although it does have a save the anti-hiding/invisibility
part doesn't, This is fine on a scroll, but the extra chance of
blinding with a failed save makes it a nice spell to have memorized.

Align Weapon: Handy with increased duration if you are fighting
things this helps against.

Delay Poison: Standard required buff, increased duration at high
level makes it SOP every day.

Detect Snares & Pits: handy in unexplored areas

Longstrider: Who doesn't want an extra 10' of movement for a good
duration.

Barkskin: Another +5 natural AC!

Spider Climb: Good duration, walk on the ceiling, they never think to
trap the ceiling!

Shield: Good defense

Protection from evil: Usually the scroll version is enough, but
sometimes the extra duration is handy

Mage Armor: Probably has stacking issues at this level, but if your
wizard is cheap or hasn't found something better, this is a no-
brainer.

Tenser's Floating Disk: 1400 lb capacity floating platform of DEATH!
You can sleep on it at high level, put a freaking siege tower on it!
Levitate or fly and put the rest of your party on it ahead of you, The
uses are endless!

Magic Missile: No save, auto hit. one of the few still useful at high
level.

Enlarge Person: Probably more useful on a scroll, but increased
duration can be good.

Expeditious Retreat: an extra 30' movement for a good while, probably
useful, again may be better relegated to a scroll.

Protection from Arrows: Good Defense, not likely to have stacking
issues.

See Invisibility: Long enough duration to make worthwhile to cast as
opposed to scrolls, still may be relegated to scrolls for times when
you need it.

False Life: May not be worth it, but if you've got nothing else to
memorize, a few extra hp on the top all day can't hurt.

Rope Trick: Long enough now to be good for resting in.

- Justisaur

Mekkis

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Dec 13, 2010, 6:52:41 PM12/13/10
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/Silence/: Ready it to counter pretty much any spell, provides
protection against /Blasphamy/, etc. Aids in stealth, prevents
spellcasting with no save.

What's not to like?

--
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pbhyq or va ivbyngvba bs gur QZPN.

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