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THE COMPLETE Professor

Q's Guide to the Pathfinder


Wizard
After having finished my expansion to Treantmonk’s guide I did receive a couple
of requests to go back and give my opinion on core, including one from my
Brother who thinks that a guide would be more useful if all the information is
consolidated.

Here I have done that; this is the complete guide including just about everything
that Paizo has released for Wizards. I hope you enjoy it. I’ve included
everything in the same guide. I have been heavily influenced by Treantmonk,
Echodork, Logicninja, and other guide writers. If it seems like I’m ripping any
of them off, I probably am. “Imitation is the sincerest form of flattery” after all.

Feel free to comment, bash me, or point out glaring and hard to read
grammatical errors in the Paizo Forums. I really appreciate the feedback,
including negative feedback. You can even call me names if you want. I’ve
written this guide first for me after all. I definitely appreciate any and all
opinions however, because they give me a perspective I may not have noticed
otherwise, and help me improve this work.

If you don’t have a Paizo account, or just want to comment on the guide itself,
the comments are also open. It may be easiest to do it in the Google Docs
version but beware that it will take a moment to load.
Table of Contents
What is a Wizard?
Stats
Spell Usage
Defense Types
Races
Specialization Schools
Skills
Feats
Traits
Arcane Bond
Prestige Classes
Archetypes
Equipment
Summon Monster
Spell List
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
Builds

Please use the Bookmarks tool in your PDF reader to jump to any of these
sections.
Color Coding
This guide uses the same color rating system that Treantmonk originally did.

Blue is a great choice. Almost every Wizard can get use out of this.
Green is a good choice.
Orange is an okay choice. It has its circumstances, but not really for general use.
Red is generally a bad choice. Its useful circumstances are either rare, or it’s just
plain bad (especially compared to what you could and should be doing.)
What is a Wizard
(And why I play a Wizard)

I’ll start with a little why I play Wizard. Most classes you spend a lot of time
waiting for your next upgrade. You get your feat build in mind, but often times
you really don’t start to shine until about midway through the game. Every
level the Wizard gets two new spells for free, and every other level he gets
an entirely new spell level to play with. The high variety of choices you have
with the Wizard is fun and novel. There are other casters of course that get
a similar every-level benefit, but the Wizard also has the flexibility of daily
memorization. He draws from a nearly infinite pool of choices as he adds to his
repertoire. As a prepared caster, you can prepare for any situation. Unlike the
Sorcerer or Bard or Oracle you never have to sit and wish that you had picked
a different spell this level since in a minute to fifteen minutes you can easily
have the spell you need ready.

Before the Witch and Alchemist, the Wizard was the only class that used
Intelligence as his primary stat. I still feel like the class has the best flavor and
ability to utilize Intelligence as a role-playing instrument. In fact, I would say
that Wizards are intelligence. They are strategists and supporters. They are the
know-it-alls who use their knowledge skills to plan ahead for battle and then
set themselves up accordingly. Keeping that in mind, the most effective thing
a Wizard can do is support his party. While you are a powerful class, you have
severe weaknesses, and you are not a replacement for your Fighter or your
Cleric. You can fill in the gaps, but you usually do this by improving your allies
rather than making them obsolete.

DAMAGE, The currency of Combat

Damage is the most universal way of ending a conflict. Ultimately, the goal of
most parties is to do damage. You are not good at damage. At least, you’re not
good at doing it by yourself.

You have plenty of damage options on your spell list: IE Magic Missile, Fireball,
etc (Often referred to as Blast Spells.) However, while a Fireball in a room of
mooks might be occasionally amazing, your resources are limited by a daily
allotment of memorizations and if you fill your list up with Fireballs you’re
going to be out of ammo pretty quick.

So think strategically instead. Think intelligently. Wizards are intelligence.

Instead think of your Big Stupid Fighter (or BSF) as an extension of you. He is the
main source of your damage. Instead of casting Fireball, you should be casting
something to help him that lasts a number of rounds rather than throwing out
that brief moment of ecstasy shortly followed by uselessness.

See, the thing is, while Damage is the currency of this game - the method that
almost always works - it actually does very little until the enemy stops moving.
A big bad evil guy (or BBEG) at 200 hp performs exactly the same as a BBEG
at 1 hp. Many times if you and your team keep bumping heads with the
enemy, they’ll end up overpowering you simply based on their stats. You’re
here to even the odds.
You cast haste on your BSF, giving him extra movement for positioning, extra
attacks for damage, and extra defense for evening the odds. You summon a
monster to give your BSF a flanking buddy, giving him a crucial bonus to hit.
You create a wall of stone to divide the enemies up, then you cast Grease to
trip the enemy, and then Glitterdust to blind the enemy and keep them from
going invisible. All these things change the combat immensely and are far
more effective than you simply adding numbers to the party damage. Actually,
I take it back, Wizards don’t even the odds, they crush them.

Supporting damage is the Wizard’s main role in combat. You lower the enemy’s
ability to dish it out, and you raise your ally’s ability to destroy.

Knowledge, the Great Element of Planning

With your high intelligence, you’re going to have a lot of skill points. I don’t know
if you’ve looked, but you really don’t have THAT many class skills to use this
on. You DO however have a lot of knowledge skills you can shove your points
in.

I’ll discuss these a bit later, but don’t think of these knowledge skills as a waste.
From a role-playing perspective, this is your legal form of metagaming. Using
knowledge skills your character will legitimately know the weaknesses of
enemies, he’ll legitimately know about general army formation and tactics,
and he’ll legitimately be able to frustrate your DM’s ability to surprise your
party. And, if you don’t spend your time reading the monster manual, you
as a player will also learn a lot about the challenges you face, and with that
knowledge you’ll circumvent the enemy’s strategies and trivialize otherwise
painful encounters.

With knowledge you can be buffing the party with the proper Resist Energy,
protection from Evil, and Polymorph spells before conflict starts. You’ll also
know what spells you should be memorizing as well.

If you think of your Cleric as your party’s face, think of yourself as the party’s
general and war captain. Wizards are intelligence, and preparing for combat is
something you do best.

Utility, the Medieval Toolbox

Rogues get a lot of utility if you’re playing a traditional dungeon to use with traps
and locked doors. You are basically everything else.

You’re the party taxi - you teleport everyone where you need to be. You’re the
party puzzle solver - you can get everyone down that high cliff without them
taking damage. You’re the party investigator - you can scry on creatures and
even find information just from a drop of blood. Through enchantment spells
you can pretend you’re the party face, but that’s about as effective as throwing
out your spells as damage spells – you just can’t keep it up. What you’re really
good at is doing the otherwise impossible.

This primary role of the Wizard is also greatly benefited by the fact that you’re
also a prepared caster. You don’t have to have all your slots filled with Blood
Transcription, but having it in your spell book will likely expedite the very
situation that the spell was created for. You are the Medieval Toolbox. Or to
coin Logicninja, you are Batman.
What is a Wizard?

To summarize, a Wizard is a Supporter, a Tactician, and a Toolbox. Your team is


your backbone. Your fighter is your sword and your armor. Your job is to help
them succeed. You aren’t in the limelight, but you are the reason your party
wins. Bask in the glory of control, and learn why Treantmonk refers to Wizards
as the Gods of Pathfinder.
Stats
As a Wizard, you want to have the highest intelligence as you possibly can get.
Sacrifice everything else if necessary, but MAX that INT out. It gets you more
spells per day and it increases the saving throw DCs of anything you cast. You
NEED it, and it’s the only stat that you absolutely need.

Dexterity comes second. It gives you the all important initiative, and it’s a solid
stat all around granting you four very helpful benefits while other stats only
offer one or two things. To-hit with Ray Attacks, AC, and Reflex are all things
you may need later on. The most important thing it grants though is the
Initiative. Going first or early is imperative as a Wizard. Because your job is to
alter the situation in your favor you’ll want to do that as soon as possible.

Constitution comes third. HP is good for any class. Fortitude is a weakness of


Wizards and a higher constitution helps. You may consider Constitution as a
second if you intend to heavily use your Familiar on the front lines, since your
CON also helps your little buddy.

Wisdom does little for you, but I still don’t recommend dumping it. Will is a
common save, and even though Will is a “good” save for you, failing a Will
save usually means very very bad things.

Charisma has one single use for Wizards, and that’s improving certain spells. You
have no social skills as class skills and you’re not the one who is going to get
the most of Use Magic Device if you decide to take that skill. Even with the
Leadership skill you’re going to have a max level Cohort if you take the feat at
level 7. As long as your cohort doesn’t die he’ll level up with you and remain
at max level. Even with the “certain spells” I mentioned there are ways to buff
those spells. If you’re like me you’ll just avoid those spells entirely. The best
argument for getting Charisma as a Wizard is abusing the Eldritch Heritage
feat line. Otherwise, dump Charisma.

Strength has absolutely no use for Wizards. At early levels you don’t need to
carry anything but your spellbook and a weapon, and at later levels you’ll have
a handy haversack. Put Strength at as low as you possibly can.

So with the various point buy options here’s what I recommend do before racial
modifiers. Adjust accordingly based on your racial penalty:

10 point buy: 7 STR, 11 DEX, 10 CON, 18 INT, 10 WIS, 7 CHA


(If you are an Elf, drop WIS by 1 and put points into CON to make sure you don’t
hit negatives.)

15 point buy: 7 STR, 12 DEX, 12 CON, 18 INT, 10 WIS, 8 CHA

20 point buy: 7 STR, 14 DEX, 14 CON, 18 INT, 11 WIS, 7 CHA

25 point buy: 7 STR, 16 DEX, 14 CON, 18 INT, 11 WIS, 7 CHA


Pretty simple.

Favored Class Bonus


With any race you can add an HP per level or a Skill Point per level if you are
leveling up in your favored class (Which should be Wizard.) Between those
two, always go with the HP. You have enough intelligence that the Skill Point
isn’t as useful, especially if you’re picking Familiar as your Arcane Bond.

Alternate Racial Favored Class Bonuses will be discussed with the respective race.
Spell Usage
In the section “What is a Wizard” I talked a little bit about what the Wizard’s role
is. The purpose of this section is to categorize spells into types that can help
you accomplish those goals, and to discuss a little about different kinds of
spells.

As I’m sure you’ve guessed, the main thing that sets the Wizard apart from other
classes is his spells. The Big Stupid Fighters are basically gamblers, they roll
against the enemy’s AC and hope that they roll the highest. Your job is to
improve those odds to ensure victory. Spells allow you to do this.

Generally speaking, “good” spells are ones that have effects that last more than
a turn, effect multiple targets, don’t allow saving throws, penetrate spell
resistance, and have a powerful effect on the situation. “Bad” spells have short
range, target single creatures, allow saving throws (sometimes multiple saving
throws), and just aren’t likely to change the situation much. In short, the spells
that require the most gamble are the weaker ones, and the ones that are
sure successes (at least partially) are the ones you should be paying the most
attention to.

When picking spells you need to pick a variety of spells whose strengths
complement your other spell’s weaknesses. Try to pick different spells that
target all three saving throws as well as other defenses. It’s helpful to look at
the bestiary to see the kinds of threats you might be facing. Below is a link
to average monster defenses based on combat rating that is very helpful for
evaluating spells at any given level:

Shoelessinsight’s Bestiary Statistics

But I digress. Here are the types of spells available to the Wizard:

Buff
“Buffs” refer to spells that make your allies better at what they do. This really
isn’t the Wizard’s best schtick; the Bard is really the best class for buffing.

However, that doesn’t mean buffing isn’t a good thing for your Wizard to do.
Certain spells like Haste, Enlarge, and even Heroism are fantastic spells to cast
and are definitely better than you just trying to deal damage yourself.

The biggest advantage Buffs have is that unless your Barbarian is superstitious
or one of your allies has spell resistance Buffs always work. Because of this
they’re generally a better choice than Debuffing. However, because buffing
is very dependent on the choices of your allies, it isn’t necessarily the best
category of spell. (Again, especially since other classes do this better.)

That said, certain buffs are essential, and you should always consider including a
few in your repertoire.

Debuff
Debuff spells directly target your enemy. This category of spells gets a half-green
and half-orange because many of these kinds of spells allow saving throws.
The debuffs that don’t allow saving throws or the debuffs that affect multiple
targets, however, are all good and potent choices and should definitely be
considered.

When looking at Debuff spells, look for ones that have some kind of effect even if
the target does save, or find ones that target groups. Group targeting debuffs
can be good if the effect is potent because you’re bound to affect at least a
couple of the targets.

Battlefield Control
Buffs help your Allies, Debuffs hinder your enemies, and Battlefield Control
changes the environment.

This is really the most potent form of control because even if it allows saving
throws, it still leaves the puddle of grease there, in the battlefield, making
difficult terrain and altering the enemy’s ability to choose to fight or escape.
Even if the enemy resists being blinded by Glitterdust, they still can’t turn
invisible again. The best of the best Battlefield control locks the enemy out of a
situation entirely without giving them a chance to resist it or avoid it.

This category is the Wizard’s forté, and in combat it’s really the type of spell
casting that he does better than any other class.

Summoning
It’s important to think of Summoning as a form of Battlefield Control. There is
one class archetype that will do this better than you (The Master Summoner)
but that poor sap only wishes he could be as smart as you.

But just because someone is better than you at something doesn’t mean you
shouldn’t do it. Summons ALWAYS work, summons ALWAYS take up space,
and summons can ALWAYS do damage round after round - unless the enemy
attacks and kills your summon. If the enemy does attack the summon you still
win because the enemy wasted his precious actions doing so.

Your summoned chunk of battlefield control flesh can also come with Spell-like
abilities that can cast at the same time you cast. My favorite summons have
high combat maneuvers to harass the enemy with.

Save or Die
This is basically a category of Debuff used to describe spells that have a chance
of totally disabling the enemy. This is a gamble that can be totally awesome
or make you look like a total boob. Save or Die spells are generally poor
choices. They can make your party feel worthless, or they can make YOU feel
worthless.

That said, you can actually build your party around the concept of Save or Die.
This is through debuffing your enemy's ability to save, making your gambling
odds a lot better. In many ways this is not much different than dealing HP
damage, except unlike dealing HP damage you're gradually weakening your
enemy against anything that requires a save - not just Save-or-Die. This focus
on lowering saves is best if the whole party gets in on it. Have your Witch use
Evil Eye, your BSF Intimidate, and your Cleric use Vision of Madness, and now
your Enemy is suffering a -12 to all of his saves, and this isn't including what
you can add to all of this. None of this really works until higher levels when
you get the more potent battle-ending spells though.

Lowering the enemy’s save will help basically all of your spells, so pay attention
to any abilities that do that. It’s especially important if you plan on exploiting
some save-or-die tactic. Just remember that it’s a hard road to travel and
optimize properly. But if you’re a gambler who believes luck is with him, you
may still enjoy this category of spell.

Blast Spells
“Blast” spells generally refer to options that just deal damage. Again, it’s been
mentioned that dealing damage is generally a poor option. It can work, but
you’ll find yourself tuckered out and worthless before you know it. Still, dealing
that final blow could be the decisive factor in combat, so it is important to
include some damage spells on your list.

Try to mix damage with battlefield control when you can though. As mentioned,
summons deal damage, and are generally a better option round for round. The
best blast spells last more than one round too, and some even take up space -
like Ball Lightning.

There is metamagic which will be discussed later that has made it so you can add
some almost broken control options to your blast spell. In many cases these
metamagicked spells are better than what you could be casting in that higher
level slot instead. The options are unique, in fact, because Blast Spells target
Reflex, which is on average the lowest save in the Monster Resources past
level 10. Using Blast Spells with Metamagic turn them into potent debuff spells
that allow you to have your cake and eat it too.

Utility Spells
This last category is basically the non-combat category. These are the spells
you’ll want for general quality of life. Some are amazing reality breaking tools
and others don’t work as advertised.

The former are an essential part of your class and casting.


Defense Types
I couldn’t think of a better title for this section – the purpose being to discuss the
different kinds of defenses you will have to face as a Wizard. Each of these
defenses are colored based on how easy it is to break them. Blue is the easiest
defense to target, and red is the hardest. The entire reason I am making this
section is to discuss the virtues and banes of targeting the Combat Maneuver
Defense, but I thought it would be good to talk about the other defenses as
well.

NPCs vs Monsters
A lot of my ratings for various spells in my spell list are based on the assumption
that your DM is going to be using the Bestiary and following the Combat Rating
suggestions. I understand that some DMs heavily use crafted characters using
the player character rules to make them. If these NPC villains he’s created use
core player races, and aren’t monsters with class levels added to them, they
tend to be a whole lot weaker in some of the defense types, particularly CMD.
Keep in mind that every campaign is different, and while I try to mention
various circumstances that certain spells, feats, and options might be better,
I am rating them based on a classic circumstance. I may clarify my ratings
as I receive comments, but remember that this being a guide, at a certain
point you have to make a judgement call whether my advice applies to your
situation.

Armor Class (AC) or Touch AC


AC is something that a Wizard should never even consider attacking unless it’s
touch AC. Even with spells like Transformation which give him full fighter base
attack bonus he lacks the feats and other advantages the fighter classes gain
on targeting this defense.
Touch AC is a different story, because even at the highest CR levels the average
touch AC is close to 10. Past level 10 as a Wizard with a decent Dex, you
should have at least an 80% chance of success targeting Touch AC. This is why
spells like Enervation – ranged touch attacks that offer no saving throw – are
great spells.
There aren’t a whole lot of spells like Enervation, but as I mentioned Dexterity is
a secondary stat for the Wizard partly because there are a few very effective
spells that take advantage of that weak defense.

Fortitude
Throughout all levels, Fortitude is the hardest saving throw to target. In the
Bestiary it sits at about 2 points higher than at least one of the other saving
throws at almost all times. Even several of the base classes have Fortitude as
a “good” saving throw. It would not be wise to fill your spell list with too many
fortitude save spells for this reason.
Fortitude shouldn’t be ignored though, because for the Spellcasting beast types
and NPCs this can be a huge weakness. You should watch for crippling Fort-
save spells that you can use to knockout squishy types and keep them on your
list for the purpose of countering enemy casters. Just don’t overdo it.

Will
Wisdom is the best saving throw to target until level 10 on average according to
the Bestiary. This is good because at lower levels some of your most powerful
spells (Like Sleep, Glitterdust, and Confusion) target Will. After level 10, it
matches Reflex, and by level 13 it’s the second hardest saving throw to target.
One of the best things about targeting Will is that the big strong enemies that
like to smash your face in are generally weak to it. The main drawback of Will
is that a lot of will-save spells are also mind-affecting and there are a good
portion of creatures that are just plain immune to that type.
Keep in mind that just about every caster class has Will as a “Good” save,
including many of the hybrid classes. Against NPCs Will might be a harder save
to target, hence the reason I’m rating the defence green as a whole.
Basically, if you’re in a low level campaign, going heavy on Will Save spells will
serve you well. In higher level campaigns you’re not going to find them quite
as effective.

Reflex
Bard, Ranger, Rogue (Ninja), Alchemist, Gunslinger, and Monk. Out of the 19
base classes, only 6 of them have Reflex as a “Good” saving throw making
Reflex-Targeting spells great for targeting NPCs. Beware the Ranger and Rogue
though, since they both enjoy Evasion which often completely avoids spells
that target reflex.
At lower levels, Will is definitely better than reflex, but right at the point when
you can more easily take advantage of metamagic like Dazing Spell, Reflex
becomes the easiest save to target.
At that point going heavy on Reflex spells, particularly ones that disable enemies,
can be a very effective strategy. Before level 10, a good mix with an emphasis
on Will is a far better choice.

Combat Maneuver Defense (CMD)


CMD is easily the worst thing to target when you’re going against monsters. After
level 5 your chances with most of your spells without trying to boost them with
feats are about 25% for success. This number drops to 15% as soon as you
pass level 10.
Some spells like Black Tentacles don’t even let you add Intelligence to your
Combat Maneuver Bonus (CMB), which makes them irrelevant even faster if
you’re facing monsters at the appropriate CR.
However, against NPCs, CMD is actually a pretty decent defense to target unless
you’re going against a lot of full-BAB characters. To quote Shoelessinsight:
I think it would be pretty rare to see more than a 60% miss chance on combat
maneuvers from spells against NPCs, and more likely it's going to fall into the
20-40% miss range. This is because the most important scaler on NPC CMD is
BAB, and casters match that progression on maneuver spells with their caster
level. It's not unlikely for NPCs to be a little higher level than the party, but not all
NPCs are going to have 1:1 BAB progression (especially when you consider that
villain NPCs are often mighty wizards or evil clerics).
Ability scores sort of scale with level, but NPCs usually have lower wealth-
by-level progression than PCs, so they probably won't scale their strength or
dexterity any faster than the wizard is scaling his intelligence. And not every
NPC focuses Str or Dex (again, evil wizards and clerics).
The size modifier will usually be 0, though you may run into the occasional
enlarged barbarian or the wild shaped druid. And the miscellaneous modifiers
are partially wealth-based (rings of protection and the like), so those won't scale
strongly either. You will see some small bonuses here from spell buffs, like the
+1 dodge from Haste or the deflection bonus from Shield of Faith.
In a game heavily populated with NPC antagonists, maneuver spells would
probably be as, if not more, effective than your typical saving throw spell. (And
on that note, saving throws are probably even weaker against NPCs than most
monsters because of how easy resistance bonuses are to obtain)
CMD is the most dependent on your DMs approach to providing encounters for
your party. Keep in mind that when I say NPC, as I mention in the intro of this
section, I mean NPCs that also use the base races available to players. Once
the DM starts drawing from the Bestiary to give those monsters class levels
your situation for targeting CMD might be even worse.

Spell Resistance
This is the bane of an offensive caster’s existence. This is actually the biggest
reason Battlefield Control, Buffs, and Summoning are such great options for a
Wizard.
At level 10 when you really start seeing Spell Resistance, all of your spells that
are affected will have a 50% chance of doing nothing if you don’t take any
feats to penetrate it.
But don’t fret too hard, only 40% of the creatures in the bestiary have Spell
resistance at that point. Sadly that number steadily climbs to 85% of the
creatures you’ll see by level 19 – dang.
While one of the easiest things you can do to counter spell resistance is to avoid
it entirely you sometimes really want that disable spell to get through to the
enemy.
By being an Elf and taking Spell Penetration, you will have increased your odds
to about 70% which is a little more acceptable. If you ever get into the higher
levels, strongly consider Greater Spell penetration, because nothing feels
worse than having so many of your spells having a chance of being completely
useless.
RACES
For the sake of avoiding (too much) wordiness, in general, I’m only going over
things that will explicitly benefit the Wizard (Aka, things that aren’t just minor
perks that any class would enjoy.) I will go over a few things I just want to talk
about, but most racial traits and alternate racial traits I would rate Orange or
Red will not be written in this guide. Just assume that if an option is not listed
then it’s orange or red. Additionally, I won’t be listing every redundant racial
feature – like darkvision – for every race.

CORE RACES

Human
In a previous iteration of this guide I stated that the Elf was the best race in the
game for the Wizard. This isn’t false, but I don’t think that it’s necessarily
better than human in some circumstances. The bonus feat that Humans enjoy
gives an early boost to power making them better in low level campaigns with
some builds. For instance, a Human Wizard can enjoy Superior Summoning
at level 3 while any other race in available must wait until level 5. This is the
human’s strength with any class and it can make the human a better choice
than all other races.

Base Human Traits

Ability Score Bonus: Add it to intelligence. Always.

Bonus Feat: Take advantage of this bonus and figure out how to garner your
power early on. You can also use it to take harder to fit feats like Toughness or
Improved Initiative. This is as always the best reason to play a human.

Skills: A bonus skill point per level is also a nice touch. Even with such a high
intelligence, your appetite for skills should still leave you hungry for more.

Notable Alternate Human Traits

Adoptive Parentage: Can be helpful at early levels, but so can just picking up
exotic weapon proficiency with your bonus feat. Potentially you can get more
than one proficiency this way though so it might be worth considering.

Dual Talent: If the featured races are available to you this isn’t necessarily the
best option since there are a couple of races that enjoy a bonus to two stats
with no penalties in a similar way. If you can’t think of what feat you want
though, this is more powerful than taking toughness if you put it in CON.
Putting it in DEX is an option, though not as specialized as just using your
bonus feat to get Improved Initiative.

Eye for Talent: +2 to Sense Motive is close to making it a class skill for you.
The main draw is probably the +2 to one of your Familiar’s stats. Compared
to the Evolved Familiar feat, cost wise this is more powerful than a single feat.
Is it necessary or even useful though? It’s marginally useful, but I don’t think
it’s worth the opportunity cost. For 1000 gold you can craft a wondrous item
for your familiar that does the same thing. By the time that your familiar can
really use this trait that price is – in most campaigns – fairly cheap.

Focused Study: Trade your feat for three. For your class skills you’re hardly in
need of a lot of skill focuses, but economically speaking this is a pretty good
deal if you can think of a build that uses it.

Heart of the Fields: If you don’t feel like you need your bonus skill points and
you plan on crafting things, consider this. It’ll make things a lot faster.

Heart of the Sea: Gives you a class skill for swim which you may need in an
aquatic campaign. Take it in that circumstance.

Heart of the Streets: +1 reflex is actually nice if you interpret the wording
to mean you get it passively (As in you don’t need to be next to two of your
allies.) At early levels if you have a lot of players in your party you may even
enjoy the AC bonus, but in most cases it puts you too close for comfort.

Favored Class Option


In low wealth campaigns an extra spell known very welcome. Even in higher
wealth campaigns it can save your money for other things like buying wands
for your familiar.

Elf
Elves are a prime pick for Wizard and are especially good at higher levels. The +2
to spell penetration they enjoy is almost even necessary if you’re playing any
Wizard that relies on spells that are susceptible to spell resistance. Evokers,
Necromancers, basically anything but Conjurers absolutely need to be able
to overcome spell resistance, and even the Conjurer may find the best spell
options are behind that awful defensive wall.

Base Elf Traits

Ability Score Bonuses: DEX is a secondary stat for Wizards for reasons
described in the stats section, but CON is also important. The Elf breaks even
in this regard but it’s easily his Achilles heel when comparing it to other races.

Elven Immunities: Sleep may or may not be very common, but enchantments
could absolutely destroy you. A decent bonus that is almost worth a feat.

Keen Senses: Perception is something you’ll be rolling a lot. Since it’s not a class
skill for you normally the +2 is welcome.

Elven Magic: Best reason to be an Elf. Every other race can only achieve a 70%
chance of penetrating spell resistance for against monster of their CR. Elves
can achieve an 80% chance. +2 to spell craft to identify isn’t something I’d
sneer at either.

Weapon Familiarity: Gives you a few more options at low levels when you can’t
be casting all the time without running out of breath. Crossbows aren’t too
much worse than the options here though.
Low-Light Vision: As strength is to encumbrance, this is useful if your DM
actually pays attention to lighting conditions.

Notable Alternate Elf Traits

Arcane Focus: Much better than Weapon familiarity most of the time. Swapping
it out for a +2 concentration to me is a no-brainer. Though below there’s a
better swap-out.

Darkvision: Dazzled is one of the least effective conditions in the game. Since in
most cases you aren’t making too many attack rolls, this is also a no-brainer
most of the time. Lets you exploit darkness tactics.

Dreamspeaker: Don’t think you’re going to run into enchantment too often?
Plan on scrying the crap out of people? Then this is okay. Not really getting me
too excited. I think I like the immunities better, especially since the attached
SLA mocks you with its high Charisma requirement.

Elemental Resistance: Good at low levels and for times you didn’t have the
foresight to memorize Resist Energy.

Envoy: Comprehend Languages is a level 1 slot and you don’t normally get
Detect Poison, but I really don’t think it’s a good trade.

Fleet Footed: Your familiar was better at perception anyway. +2 to initiative is


always welcome to a Wizard, and it never hurts to be a good runner either.

Lightbringer: Get an extra Cantrip Slot and remove the penalties of the
Darkvision alternate trait. Not that many light based spells worth casting to
take advantage of the level bonus. Not worth giving up Elven magic.

Favored Class Option


This is usually a bad deal because a lot of the INT+3 abilities are only worth
the standard action at low levels. Conjuration (Teleportation) and Divination
(Foresight) however absolutely love this option, as would a few of the other
specializations.

Half-Elf
A decent option because of the ability to put a +2 into INT. It doesn’t have much
else unique to offer, however.

Base Half-Elf Traits

Ability Score Bonuses: INT.

Elven Immunities: Same as the Elf’s. Not a bad benefit.

Adaptability: Basically as if Humans were forced to put their bonus feat in Skill
Focus. Not so cool.

Keen Senses: Perception is something you will be rolling. Bonuses are nice.

Elf Blood: Campaign specific. Not usually a huge deal.


Multi-Talented: Meh. There are a lot of “gish” builds and things that might enjoy
this, but my recommendation is to stay Wizard.

Alternate Half-Elf Traits

Ancestral Arms: Not the worst trade. I recommend picking up firearm


proficiency if they exist in your campaign since guns are all touch attacks.

Arcane Training: Trade multi-talented for a +1 level boost when using spell
trigger items. This will make wands and staves better for you for basically no
opportunity cost.

Drow-Blooded: Like the Elf option for darkvision, but Light-Blindness is a lot
worse than just being dazzled.

Drow Magic: Trade your feat-equivalent for a few extra spell slots. Not bad.

Dual Minded: Trade Skill Focus for Iron Will, essentially. This does stack with
Iron Will.

Favored Class Option


Bleh. Only 1/3? And only to spell duration? Meh. I’d rather have the 3 extra HP.

Half-Orc
I like this option better than the Half-Elf, but only marginally. Most of its abilities
can now be switched out for things that are more useful to you.

Base Half-Orc Traits

Ability Score Bonuses: INT, you sly green tusked guy.

Intimidating: Not something you are likely going to use unless you are an
enchanter.

Orc Ferocity: My thought is that you don’t want to be using this ever. But, an
extra standard action for a Wizard could mean the difference between victory
or defeat.

Weapon Familiarity: Just like the other weapon familiarities, this isn’t really a
big deal, and it’s campaign specific.

Darkvision: Always a nice benefit, and the only base class that gets this without
any penalties while still providing an INT bonus.

Notable Alternate Half-Orc Traits

Acute Darkvision: It pains me that you have to trade your best bargaining chip
for this, but it’s not horrible. Most darkvision is 60’, and if you can see them
before they can see you then you have the advantage.

Cavewight: A minor bonus to a knowledge check. Better than intimidating for


you.

City-Raised: Another bonus to a knowledge skill that’s better than the thing you
are trading for it.
Rock Climber: Acrobatics can get you around the battlefield avoiding attacks of
opportunity before you get fly. I recommend it as a possible cross-class skill,
and this makes you a little better at it.

Sacred Tattoo: I like this more than Ferocity. It’s also better than the Half-Elf’s
ability to pick up Iron Will.

Scavenger: Pretend you’re sort of an Elf by getting a +2 to perception for


specific things. Still better than Intimidate for you.

Shaman’s Apprentice: Let’s you trade Intimidate for the endurance feat. This is
a better option for you.

Skilled: Give up darkvision for the Human skilled trait. At that point why not just
be human and pick your feat?

Favored Class Option


You should probably be avoiding situations where you are taking damage while
casting. Helps when it happens, but so does extra HP.

Dwarf
There is nothing offensively bad here that you are forced to take, but there is
nothing terribly beneficial.

Notable Base Dwarf Traits

Ability Score Bonuses: You like Constitution. Wisdom is good for you. And you
don’t like Charisma. No INT bonus, but this doesn’t hurt you in any major way.

Darkvision: This is a nice perk.

Hardy: +2 on saving throws against all spells and spell like abilities? And poison
to boot? This is actually pretty strong since most things you’re going to be
saving against are spells.

Notable Alternate Dwarf Traits

Minesight: Make your perk a little better with the potential benefits of “I can see
you, but you can’t see me”. Dazzle isn’t a huge deal for you.

Rock Stepper: Almost sounds like Nimble Moves, and if it was equivalent this
would have been green. But it’s restricted to rocky terrain which doesn’t help
you against most things that enemies would have created. Not much better
than Stonecutting.

Stonesinger: Even in the Earth Elemental School there aren’t many spells
that have the earth descriptor. It also doesn’t explicitly mention the Earth
Specialization School with its benefits.

Stubborn: Trade your ability to save against all spells for a +2 to some spells
with an option to roll again on a second round, though most Enchantment
spells are like that anyway. I don’t think this is a good trade at all.
Xenophobic: Wha? Eh? Trade almost all of your languages that you would be
getting from your massive intellect for a +1 to mind affecting effects. This is
bad for someone whose primary attribute is Intelligence.

Favored Class Option


At first glance this doesn’t look too good, but then you have to consider that the
benefit is per day. When the maximum amount of work you can do on a magic
item is 1,000gp per 8 hours, five levels of Dwarven Favored Class bonuses
will make you a double time crafter. This is a great argument for making a
Dwarf Wizard Cohort. As a Player, there may be cases where you’d definitely
want this, and may allow you to craft items that time would otherwise make
impossible.

Gnome
Gnomes seem a little more Wizardly than Dwarves though the attribute bonus
on Dwarves is, in my opinion, slightly more useful. Still not the most optimal
choice, but not the worst one.

Notable Base Gnome Traits

Ability Score Bonuses: Constitution is always nice and you don’t need strength.
You also don’t need Charisma, but this isn’t the worst stat allotment.

Small Size: Slow speed sucks at low levels, but isn’t a big deal at higher levels.
What’s nice here is that you get a +1 Reflex and AC which is good at lower
levels. I think a Small Wizard edges out as slightly more beneficial.

Keen Senses: As with all the races that get this benefit, it’s a welcome one.

Obsessive: Not bad, especially if you’re grabbing Alchemy for your Familiar.

Gnome Magic: This makes up for your lack of Intelligence Bonus when casting
illusion spells at least. The Spell-Like abilities are pretty throw-away though
with your Charisma bonus it shouldn’t be too painful to qualify for them.

Notable Alternate Gnome Traits

Academician: Not really better than Obsessive for you since more craft points
means faster crafting, but with your high intelligence you’re not going to have
too much difficulty identifying creatures in your CR.

Darkvision: Everyone’s getting Darkvision these days. I personally think this is


worth the trade.

Eternal Hope: Better than the things it replaces. Rolling 1s don’t hurt you as bad
as classes that roll to attack more often, but it’s welcome.

Fell Magic: Not into illusions? Then be a tiny necromancer. The Wisdom thing
is weird. Again, this only makes up for the fact that you don’t get a bonus to
intelligence with this race.

Gift of Tongues: Also much better than the things it replaces. This gives you 2
languages whenever you grab Linguistics, making you a master linguist pretty
quickly.
Magical Linguist: I’m not personally a fan of the symbol spells, but if you’re
attracted to them this is pretty good. I think this is a little better for a divine
caster since they have more early language dependent spells.

Pyromaniac: Not horrible for the Fire Specialist, but quickly you’re going to find
your spells resisted.

Favored Class Option


Same as the Elf’s.

Halfling
I like Halflings a lot. They kind of seem like the underdog. Sadly they’re not a big
contender for being a wizard. Still not going to make you auto-lose if you pick
them though. At early levels they’re the most defensive core-race with the AC
bonuses from both small size and a Dex modifier in addition to an extra bonus
to all your saving throws.

Notable Base Halfling Traits

Ability Score Bonuses: Don’t need strength, and Dex is very nice for you.

Small Size: Like the Gnome this is overall a beneficial trade for Wizards I think.

Halfling Luck: Like Sacred Tattoo for Half-Orcs this gives you a nice boost to all
your saving throws that stacks with just about anything.

Keen Senses: Again, very nice.

Notable Alternate Halfling Traits

Adaptable Luck: Instead of a passive bonus you have the opportunity to add a
+2 bonus to various rolls three times a day. The control you have over this is
potentially better than the simple passive benefit.

Fleet of Foot: Get all the benefits of small size without the biggest penalty. Sure
footed was slightly nice for you as a Wizard, but at earlier levels this is just
better.

Favored Class Option


Well this is interesting, your familiar progresses faster. Actually, consider this if
you’re planning on going with a Prestige Class because this allows you to enter
without losing much for your familiar. If you go straight up Wizard, you’ll have
to see if your DM will come up with other benefits for your Familiar once they
hit the cap.

FEATURED RACES
Aasimar
Aasimar enjoy being slightly more powerful than your average race, sporting two
stat bonuses as well as the prevalent benefit of Darkvision, Energy Resistance,
a spell-like ability and even a minor bonus to perception a la the Elf bonus. If
your DM will let you, be an Emberkin so you can also get the INT bonus. Then
this is a fine race with basically no drawbacks.

Notable Alternate Aasimar Traits


There are a lot of Campaign Specific benefits available that I won’t list here. If
you’re considering Aasimar, then check them out.

Exalted Resistance: I love Spell Resistance. This isn’t terribly high spell
resistance though and it’s specific to evil spells and evil outsiders. Not too
shabby in a number of campaigns though.

Immortal Spark: Can get you an additional +1 to Intelligence if you start at


middle age and use this every morning.

Truespeaker: Trade your perception bonus for a ton of languages for every point
you put in Linguistics. This is a good option.

Catfolk
It hurts losing Wisdom for a bonus to Charisma and Dexterity, but it won’t kill
you. Base catfolk really have nothing to offer the Wizard except a better
chance at reflex once per day.

Notable Base Catfolk Traits


Cat’s Luck: Basically Greater Lightning Reflexes without the prerequisites and
the extra reflex. Not bad for when you really need to suceed.

Notable Alternate Catfolk Traits


Climber: +8 to climb and a climb speed. A good trade for sprinter if you’re in
a campaign where you could use it a lot. (Also a good way to counter enemy
created pits.)

Scent: Scent is way better than low-light vision. Shame perception isn’t a class
skill for you.

Dhampir
It’s really hard to recommend Dhampir since you lose one of the Wizard’s
secondary stats, and do not gain Intelligence as a result. In some cases being
healed by Negative Energy could be a good thing, but that’s really dependent
on who your companions are. And that’s really where the Dhampir stands,
everything about him depends on the nature of your party and the campaign.

Drow
Like the Dhampir, it hurts that you lose constitution without gaining INT. Drow
however have spell resistance, which is universally attractive, making them
worth considering.
Notable Base Drow Traits
Spell Resistance: It’s 4 points below a 50% spell failure chance, making non
penetrating spells have a 30% chance of failure when cast by monsters of your
own CR, but it’s still solid for a passive benefit.

Superior Darkvision: Very good. Not too many of your enemies are going to
have this especially at low levels. Almost worth the light blindness.

Spell-Like Abilities: A free 2nd level spell per day and one that’s not on your
spell list.

Notable Alternate Drow Traits


Blasphemous Covenant: Trade away some disposable abilities for +2 HP per
HD on your demon summons. Template monsters tend to be better, but there
are some great Demon summons out there.

Darklands Stalker: So, RAW, it sounds like that Difficult Terrain you create
could be included. Either way, you get a feat that’s actually not too bad for a
caster who wants to keep away from attacks of opportunity. It shouldn’t be too
hard to get a 13 dex with the racial bonus.

Seducer: Give up your enchantment resistances for a DC bonus to your


enchantment spells. Makes up for the lack of Intelligence bonus when casting
enchantment spells.

Favored Class Option


Same as the Elf’s.

Fetchling
Fetchlings have circumstantial defensive ability with two types of darkvision as
well as some high-level but not particularly astonishing spell-like abilities.
Besides that nothing terribly exciting, and though you get DEX the loss of
Wisdom isn’t exactly welcome.

Notable Base Fetchling Traits


Shadow Blending: Strange ability, but when you are able to cast darkness,
you’ll see a benefit from it.

Spell-Like Abilities: Fetchlings have the unique benefit of getting new spells as
they level. They get one 1st, 6th, and 7th level spells castable once per day,
which is higher level than other races. The spells themselves are only okay,
however. Planeshift would be a whole lot better if it wasn’t just to the Shadow
Plane. I wouldn’t consider this as a major deciding point, but they are extra
spells.

Notable Base Alternate Traits


Gloom Shimmer: Displacement is a little more combat oriented than Shadow
Walk, but the short duration forces it to be a turn where you’ll often contribute
nothing else. Still, you’re trading one slot for two, so it’s a decent trade.

Shadow Magic: I’m not a big fan of any of the Shadow Spells. If you insist on
using them though this helps, though like many of the other DC increasing
racials this only makes up for the fact that this race doesn’t offer INT.
Subtle Manipulator: I like Memory Lapse a lot more than Disguise Self and I
could see myself using it a lot more often.

Favored Class Option


Similar to the Human’s but you can get current level spells as long as it’s a
darkness or shadow illusion spell. I wouldn’t use this too often, but there are a
few spells where it would be fine to get an extra when the level comes up.

Goblin
+4 to DEX, one of your secondary stat, while losing a -2 to your two dump stats?
Goblins actually turn out to be not so bad for the Wizard. That and they enjoy
small size without the speed penalty. Still no INT bonus and they don’t really
offer anything else, but you could do a lot worse.

Notable Alternate Goblin Traits


Cave Crawler: Losing the speed benefit isn’t so cool, but both climb speed and
ground speed are obsoleted once you get overland flight anyway, this alternate
trait in some campaigns could be helpful.

Eat Anything: You could get some benefit out of the skilled Stealth bonus, but I
think you’d enjoy the +4 bonus against sickened and nauseated a lot more for
when it happens.

Oversized Ears: +4 perception is also more useful to you than the base Skilled
trait.

Tree Runner: Acrobatics is also something that you may consider if you don’t go
conjurer. The +4 in addition to your already high dexterity makes you better
than most trained acrobats.

Hobgoblin
With a +2 bonus to both of your secondary stats and no penalties, Hobgoblins
make a very balanced Wizard. They have little else to offer, but they are
economically of higher value than a Human with the dual talent trait since they
enjoy Darkvision and a minor skill boost.

Notable Alternate Hobgoblin Traits


Engineer: Sneaky is fine for you, but this is more Wizardly, and will help you
make alchemy for your familiar earlier on.

Magehunter: Minor bonus to Spellcraft to identify spells being cast.


Circumstantially helpful, and definitely helpful if you decide to bother
counterspelling.

Slave Hunter: I like Engineer better but this is a decent pick even if the fortitude
save is specific.

Ifrit
Not the best stats, but you do get a boost to DEX. Like basically every new race
you enjoy Darkvision. Burning Hands is only an okay SLA. Overall, not the
most optimal pick for Wizard.

Notable Alternate Ifrit Traits


Efreeti Magic: Until you get permanency, Enlarge Person is definitely something
you may be wanting to cast every day. This is a much better deal than Burning
Hands.

Fire Insight: Fire Elementals aren’t really the best summons and by the time
you can summon them the Duration is becoming less of an issue.

Hypnotic: Many of the ways you have to inflict fascination have HD limits. This
is better on a bard, but Fascinate is a good condition and once per day you
essentially have persistent on any fascinate spell. This is also a lot better for
you than Fire Affinity.

Wildfire Heart: Possibly the best argument for the Ifrit. A +4 to initiative is
great for a Wizard.

Kobold
I’m pretty sure the Pun-Pun build doesn’t work in pathfinder, and I don’t think
he was a Wizard anyway. Kobolds have pretty awful stats, losing out on
constitution with a total of a -6 to all of their stats in trade for a mere +2. To
make things worse they suffer from light sensitivity which while it doesn’t hurt
you that much, it’s still something else negative they have to suffer. Finally
they just don’t have anything worthwhile to offer the Wizard.

Orc
Unlike their half-breed children, Orcs are a pretty awful pick for Wizard. Loses
Intelligence and doesn’t really give anything in return. Orcs seem like a
Barbarian only race.

Oreads
I’m marking these guys red simply because they don’t give a bonus to any of the
Wizard’s secondary stats. The spell-like-abilities are okay, but besides that the
only things they have to offer are mostly circumstantial.

Ratfolk
Oh good, Ratfolk. They get a nice bonus to the Wizard’s primary and secondary
stats, and lose to your most suitable dump stat, giving them the perfect stat
allotment. This alone puts them on the level of Elf and Human. Even with the
speed loss, small size is good and defensive for a Wizard. The other traits
aren’t terribly exciting, but they do get Darkvision and a bonus to perception.
Notable Alternate Ratfolk Traits
Scent: Getting a -2 to sight and sound perception checks isn’t so bad when you
can make the argument that you can smell basically anything that’s a melee
threat to you. I think it’s a decent trade especially if you need to locate that
invisible guy to use Glitterdust on.

Sylph
Basically the Elf with no spell penetration and no option to boost your initiative.
They do get Darkvision (Though the Elf has that option now too) as well as a
decent spell-like ability. They also get an interesting favored class option, but
taking it further accentuates the fact that you aren’t going to be as durable
as a Sylph than if you picked a different race. I think the trade-off for losing
Constitution isn’t as good for the Sylph, which puts it behind the other Blue
options.

Notable Base Sylph Traits


Spell-Like Ability: Feather Fall is a good contingency to have around especially
when you’re flying around all the time.

Notable Alternate Sylph Traits


Air Insight: Air Elementals are decent and fast, but +2 rounds isn’t going to
be terribly beneficial, especially later on, based on how quickly combat goes
anyway. It could help in some non-combat situations, and it’s better than Air
Affinity for you though.

Breeze-Kissed: Also better than Air Affinity. Ranged creatures can be a bane to
a Wizard. The non-magical stipulation makes this not as good at high levels,
but pick it up for low levels.

Like the Wind: +5 movement speed could save your bacon or get you into
range, and it’s at least a decent trade for a specific energy resistance.

Favored Class Option


Get up to a +4 level boost to one of your school powers if you go Air or Wood.
When used on the Wood Flexible Enhancement ability, you can reach a +5
enhancement bonus by level 16, but at that point you’ve reached the cap so
unless you go some prestige class for the last four levels it’s not really efficient
in the long run (I’d rather have the extra 8 hp.) Used on Air Supremacy (If
your DM even lets you) can get you infinite flight at level 7 and you only miss
out on 6 hp. In a low level campaign that might be worth it. I think the best
use of the bonus is on Cyclone to garner an additional +4 to the Fly DC, letting
you more easily catch up to fliers and knock them out of the sky. Overall an
interesting benefit, but not necessarily worth the loss of durability.

Tengu
I kind of like the way these guys look, but they aren’t very good Wizards. They
lose Constitution without gaining anything that you would kill for. Glide is a
decent alternate racial trait, but it’s not worth taking Tengu just for that.

Tiefling
Similar to the Aasimar, the Tiefling is just plain more powerful than other races.
They actually have a penalty stat, but it’s in one of your dump stats. You don’t
have to bother with any of the Variant Tiefling Templates, the Tiefling is good
just as he is.

Notable Alternate Tiefling Traits


Fiendish Sprinter: Probably better than the normal skilled trait for you, even
being circumstantial.

Prehensile Tail: Retrieve Rods and Scrolls from your inventory as a swift action?
Yes please!

Scaled Skin: Energy resistance is better in the long run, but this will help at low
levels.

Soul Seer: Deathwatch at-will is unique to a PC and definitely worth the trade.
Vestigial Wings: You really don’t need a high fly unless you’re flying in
Tornados, but this can save you some skill points to put into other things.

Favored Class Option


Same as the Elf’s which is a good thing.

Undine
The last of the Elemental Races doesn’t lose anything major in its stats, but like
the other elementals doesn’t really offer anything either.

Notable Alternate Tiefling Traits


Amphibious: Better than the spell-like ability and anywhere where there’s water
you can have an advantage. Especially good if you’re in an Aquatic campaign.

Nereid Fascination: Would be really good for a sorcerer because it’s a fascinate
with no HD limit and has a level scaled DC. For you it’s not going to work too
often later on, but could be good at low levels.

Water Sense: Only really good in aquatic campaigns, but in such campaigns it’s
really good.

Favored Class Option


Lets you snag a few water spells off of the Druid or Cleric spell list that are not
on your list. Sadly, this isn’t great because you have to cast it at a higher spell
level. I can’t think of any water based spells where that would be worth it.

UNCOMMON RACES

Changling
With a penalty to CON and nothing to help your spellcasting, Changlings make
poor Wizards.

Duergar
Duergar are like super-powered dwarves. They have more darkvision, their
resistances include immunities, and they even have double the penalty to
Charisma. This is a decent pick for the Wizard by virtue of it being simply more
powerful than the average race.

Notable Base Duergar Traits


Duergar Immunities: No worries about many illusions, Hold Person, or Poisons
of any kind. In addition they get that same +2 vs. Spells that Dwarves get.

Superior Darkvision: Like the Drow, this gives you an advantage over all things
that can’t see as far as you can.
Spell-Like Abilities: Enlarge person is basically useless to you, but Invisibility,
we love you so much!

Notable Alternate Duergar Traits


Deep Magic: It’s a little hard to give up Invisibility, but a +2 spell penetration is
always welcome (Though not as useful until higher levels.)

Gillman
Stats-wise the Gillman has little that is completely offensive to the Wizard, but
the dependency on water without Fire Vulnerability makes me think you’re
better off just being an Undine with Aquatic alternate trait.

Gripplis
They are small but fast, and they have a climb speed. Besides that there really
isn’t anything that a Wizard would really jump on, but you could do worse for
your race.

Kitsune
Another okay race. They get a +1 to enchantments that makes up for their lack
of an INT bonus. Honestly though they seem like they are missing a few traits
to keep them on par with other races in general.

Merfolk
The Merfolk as you can see have some nice stats to make up for their utter lack
of land speed. They are a good pick in aquatic campaigns. In other campaigns
you’ll be using a 3rd level slot “Fins to Feet” basically every day to make up
for your big weakness. You can make up for this slow speed at low levels by
making it so you swim a little slower, and I think that’s worth it if you are
starting at low level and want to play this race.

Nagaji
Nagaji would make great Opposite Day Wizards, having a bonus on the Wizard’s
two dump stats while taking a penalty to INT.

Samsaran
At first glance, the Samsaran is consigned with the Sylph to the green category,
not being as good as the Elf. Their Alternate Race Trait Mystic Past Life
however boosts them to potentially the most broken choice of all. Even if your
DM rules against early access spells, there are a lot of spells on other caster
lists that will flesh out your Wizard in being a toolbox for every occasion. The
hardest part about picking Samsaran is convincing your DM to let you play an
Uncommon race.

Notable Base Samsaran Traits


Samsaran Magic: These SLAs are okay, deathwatch probably being the most
useful. Make sure you have at least an 11 CHA to take advantage of these.

Notable Alternate Samsaran Traits


Mystic Past Life: Take arcane spells off of other caster’s spell lists and add them
to yours. Looking at RAW this could even get you early access to spells. This
could get you cool benefits like haste as a level 2 spell, or completely broken
spells like Summon Monster VIII as a 6th level spell. Your DM might not allow
this use of this Trait, and I think that’s fine; it’s still pretty good. Here are
some examples of Spells you could get from this trait (If you start with a 20
INT, you can pick 6 of them.):

Early Access Spells:


Summoner: Haste (2nd), Maze (6th), Summon Monster VIII (6th), Dominate
Monster (6th)

Bard: Euphoric Tranquility (6th), Irresistible Dance (6th), Dominate Person


(4th), Greater Dispel Magic (5th), Overwhelming Presence (6th), Distracting
Cacophony (2nd)

Good spells not on your list:


Bard: Good Hope, Sound Burst, Arcane Concordance, Freedom of Movement,
Timely Inspiration, Gallant Inspiration, Mass Cacophonous Call, Glibness,
Brilliant Inspiration, Zone of Silence, Foe to Friend, Bard’s Escape

Witch: Vomit Swarm, Speak with Dead, Heal, Raise Dead, Resurrection

Favored Class Option


This is the same as the Humans, and it can be worth it in low wealth campaigns.

Strix
Fly speed. That’s pretty much the big seller here. Besides that they can get
some minor buffs to some of their saving throws and they do of course have
darkvision. Nothing here that really helps your casting, but the movement
mode is very nice.

Suli
Blue hair is the new blonde eh? Loses INT and gets a bonus to STR and CHA. It’s
kind of a cool race, but not good for the Wizard.

Svirfneblin
This version of the Gnome loses more stats than he gains like the Kobold, but at
least he doesn’t lose as much in comparison. That and the stats are in your
dump stats. What saves the Svirfneblin is that it’s extremely defensive, with
a high 11+class level SR and +3 to AC total (From size and natural armor
bonus.) Besides that, like Gnomes they are decent illusionists. The high SR
alone makes me think that this is a race worth considering.
Vanara
On par with the Dwarf, Gnome, and Halfling. The Prehensile Tail is something that
is very helpful to you and your backpack full of scrolls. Besides that nothing
else here really stands out (or detracts.)

Vishkanya
Not the best stats and really don’t offer anything else. Very boring race for the
Wizard.

Wayang
Losing Wisdom isn’t so nice, but it’s not like losing Constitution by any means. I
would trade Shadow Magic for the Dissolution’s Child ability since you aren’t
going to have the greatest Charisma. Light and Dark is an interesting and
unique immediate action. Overall this race is on par with the Half-Elf and Half-
Orc at least, maybe slightly more optimal except some of its abilities are oddly
circumstantial.
SPECIALIZATION
SCHOOLS
You definitely want to specialize; you really want the extra daily castings.
But, one of the most common attitudes I see is that if you’re specialized in
something it means you need to cast a lot of spells from that school. You
only need to cast ONE spell from that school every day – all your other slots
could be from any school you want. All of the specialization schools add spell-
like-abilities or passive powers that are attractive all on their own – don’t let
the fact that the school isn’t attractive as a whole detract you from taking
advantage of school powers if they fit your build. There are also plenty of
ways to replace your school slots with something else.

Traditional School
Specializations:
In this section I will be looking at the school spells as a whole, indicating
whether I think it’s worth having an extra slot from that school for every
day in every level. Then I will consider the school powers and the school’s
subschools.

Abjuration
School Spells: In my opinion Abjuration contains some good essentials.
It has protection spells and it has the anti-magic spells. As a specialization
though, it’s tough to recommend. There’s a ton of redundancy amongst the
spells, which makes it tough to find a daily memorization for each level.
That said, there are some real gems, especially if your DM is letting you use
adventure path material.

Core School Powers: Daily memorization of resistances is actually pretty


nice but daily memorization of Resist Energy is more potent. Protective Ward
is kind of cool if your party isn’t carrying around Rings of Protection since
those definitely don’t stack. It basically becomes obsolete later on unless
you’re trying to save those ring slots for something else. Energy Absorption
is actually pretty good since it explicitly stacks with resistances. Overall some
solid bonuses, but too circumstantial for general recommendation.

Banishment: Extremely circumstantial where it's good and a touch attack


where it's not good. Unless you're playing an adventure path where you
KNOW you're going to be fighting summoned or called creatures all the time...
I probably still wouldn't take this.
Counterspell: If you're going to be optimizing for counterspelling this
is the way to go even though the very behavior is a little oxy-moronic.
Counterspelling as an immediate action is really nice though and eliminates
the drawbacks of counterspelling in general. It would be a worthy feature if
you could use it more times per day. The touch range of the first ability is
stupid, but most things you want to touch with it are only threatening with
their own touch attacks a lot of the time.

Conjuration
School Spells: Conjuration is the best school in the game. Period. It has
protection spells, utility through teleportation, and it is home of most of the
battlefield control available to the Wizard including the ever useful summon
spells. Were it not for school powers, I would say that an optimized Wizard
should pick Conjuration as his specialty every time. Even considering school
powers it’s often debated as the best anyway. Certainly it’s an easy choice
that you cannot go wrong with.

Core School Powers: Increased summon time is actually pretty good in


my opinion, not even just at lower levels. Summons are a way to get extra
actions in a round, and longer is better I think. In most combat situations
it’s not going to make any difference, but don’t only think about combat
applicability when it comes to these things. Dimension Steps is a decent
power, though its purpose mostly saves you a few spell slots a day and makes
itself useful for contingencies. The fact that it’s still a spell like ability means
you’ll still be using concentration if you try doing it in a melee situation. Acid
Dart starts out as a decent power and quickly devolves into a waste of a
standard action.

Creation: Like Treantmonk, I'm not creative enough to see how minor
creation could be worth casting, and it's certainly not worth taking instead of
dimensional step.

Teleportation: Awesome. Move as a swift action. As I mentioned earlier


you can do this even when you're taking your full round action summoning
monsters. You can also do a great combination of actions such as 1: Cast
Spell 2: Move previously cast spell with move action 3: Shift to get out of
dangerous area. Additionally this could make touch spells better, since you
can move in, touch, and then shift away. This power is good enough that the
Elf's favored class bonus is worth it. Additionally, since this is a supernatural
ability it does not require concentration to avoid attacks of opportunity.

Note that in the description of Dimensional Door which this power explicitly
says it’s based off of, it says “After using this spell, you can't take any other
actions until your next turn.” This means that you couldn’t use this in a
grapple and still cast, but it can still get you out.

Infernal Binder (Cheliax): (ISP) Giving up Dimension Steps is painful,


but you gain the ability to control summons from the start, which is very nice
when you have the occasion to use it. The Imp is one of the best improved
Familiars you can have.
Divination
School Spells: Not the biggest fan of Divination as a school. It’s really tough
to find a great memorization for every level. There is an awesome daily
memorization for levels 7 and 8 that I’d totally recommend, but if you ever
get to level 9 you’re stuck with foresight which is really not worth a 9th level
slot in its current state - especially since your school powers duplicate some
of its effects. It’s not a terrible school though and has some of my favorite
utilities. Knowing what’s coming is what a Wizard is all about, and you should
never underestimate what Divination has to destroy your DM’s plans.

Core School Powers: I haven’t talked about this enough; Wizards need
initiative. They need to be able to setup their battlefield control as soon as
possible. This is why the Divination School Power passive is the best available
to the Wizard. It stacks with anything, and it ensures that you will always
get the jump on the enemy, even in the surprise round. That passive alone
sells the school, and the only reason I’m rating core as green is because the
Foresight school makes it even better. I mean, diviner’s fortune is okay, but
the touch range is restrictive. Scrying Adept is pretty cool, but maybe a little
more circumstantial than the replacement powers of the mentioned subschool.
Still, base the Diviner powers are still amazing in their own right, if only for
the passive.

Foresight: Awesome gets more awesome. You keep the initiative bonus
and get a super solid 8th level that power lets you reduce enemy's saving
throws by 2 with no saving throw (Which is basically Aura of Despair from the
Enchantment School.) If this is a standard action it's okay, but it's better than
the default divination power. Save-or-Die builds should definitely consider
this, and it's a benefit will certainly help a God Wizard in general. The 1st level
power is very flavorful, and very powerful in predicting and improving your
odds. Simply knowing you have an ace in the hole waiting is a great thing,
and may be the difference in whether you cast a spell that bypasses SR or
something that pierces through it. It’s good enough to use your Elf Favored
Class bonus to get extra uses of it.

Scryer: You still get the 1/2 bonus to your initiative, but the replacement power
isn't that great, and not as good as the power that it replaces. It does act as a
sort of ranged scouting ability and in some circumstances I could see it being
awesome. However, you have plenty of spells you have to memorize that do
similar things.

Enchantment
School Spells: I really hate enchantment. It’s never there for you when
you need it most. Oh, I’ve tried it. Hideous Laughter, Confusion, and some
of the other spells are cool when they work. The trouble with Enchantment
is that just about all of its spells are Mind-Affecting, which means 20% of
the monsters you meet are completely immune to it (No seriously, it’s 20%,
check out the Bestiary Statistics.) If you’re an Enchantment Specialist, you’re
going to find your specialty slot worthless in many cases.
Okay, it’s pretty unfair to bash enchantment because of its achilles heel, because
it’s more than just redundant mind affecting spells that lock out enemies for
turns at a time. The Enchantment School also has a few great buff spells in
it as well. The problem is that most of the best Enchantment School buffs
belong to the Bard. However, the available buffs, even if they’re minor, can
take up your specialization slots when you’re in scenarios when Mind-Affecting
spells would otherwise be ineffective. That is part of the beauty of being a
prepared caster.

Threnodic Spell could give enchantment a little more mileage than without it,
but it's a +2 metamagic, making it probably not worth it, plus it requires
necromancy focus. In general, if you're going into an undead heavy or similar
campaign, don't be an enchanter.

Core School Powers: The enhancement bonus to the skills is unique


because most skill modifiers are competence, so effectively the passive
makes those skills class skills for you with a nice upgrade as you progress.
The downside is that it means you’re going to probably want Charisma to
make them more useful and I think you really need to be able to dump that
stat most of the time. Dazing touch is potent since it makes no mention of
a saving throw, but flawed thanks to its range. Still, if your DM rules that
there is no saving throw you can easily lock out a target for as many rounds
as you please to use and it doesn’t even say anything about it being mind-
affecting either. Aura of Despair is just what the doctor ordered for buffing
your school spells. A no saving throw penalty to saving throws means more
mind-controlling goodness from you.

Controller: The 20th level power of the first ability is pretty cool, too bad
you'll never see it. Other than that the first level power is a great benefit to an
Enchanter and fits the flavor really well. Free dominate monster is awesome
since that's often considered the crowning achievement of enchanters. I don't
like the short duration and constant saving throws. I think core is better in
general.

Manipulator: I'm not sure that Beguiling touch is better than Dazing Touch
since it's ambiguous whether Dazing touch allows a saving throw. Shape
Emotions is basically Aura of Despair except it has a defensive option and its
offensive use only effects your school spells. All and all I think the regular
enchanter is better.

Evocation
School Spells: Evocation is my second favorite school. It contains some fun
instant cast control spells that push enemies around or create walls of wind.
What Evocation is probably best known for though is its plethora of instant
duration damage spells. Damage spells by themselves aren’t the most optimal
use of your spell slots or your standard actions, but thanks to wonderful
metamagic feats like Rime Spell and Dazing Spell you can add excellent
effects to your damage spells that are great for fulfilling your role as a Wizard.
Fireball becomes a Dazing AOE that targets reflex which is awesome in itself.

Core School Powers: Yawn. The extra damage is so minor it’s ignorable.
Force Missile is again decent at early levels but becomes irrelevant as you get
more spell slots. Elemental wall is interesting, but not terribly useful. Overall,
core powers offer minor effects that you will probably forget you even have.
With the option of subschools, you really don’t even want to bother with the
basic option.

Admixture: You want this just for the first level power. It adds to your
versatility with your damage (buffed with metamagic to become God spells.)
If you’re going a blaster/debuff route, exploiting Daze Spell, you may want to
stack up uses with your Elf Favored Class bonus too. The 8th level power isn't
as good as the original wall spells, and it's really weird in its use. It is a way
of adjusting energy damage to match an improperly cast resist energy. You
could also make a paladin taking the human favored class bonus a little more
useful. Ultimately though I think it's a throw away ability.
About Admixture and Metamagic: Since Admixture is used when you cast
the spell and not in preparation, RAW suggests that you could not do things
like add Rime Spell to Fireball. You could however theoretically memorize a
Rime Ice Storm and then make it Acid (arguing that the Acid is sticky.)

Generation: This is just better than the regular Evocation school. Increased
duration is nice, but not amazing. The telekinesis replacement for force
missiles is a heck of a lot of an improvement though. Still not anything to
write home about, but something to consider if you decide to specialize in
evocation. See if your GM will let you apply Lingering Evocations to spells with
the Lingering Spell metamagic feat. Then it goes from nice to pretty darn nice.

Illusion
School Spells: Illusion contains the one of the most versatile lines of spells
available to the Wizard - the Image Spells. If your DM rewards creativity, then
the only limit to these spells is your imagination. Besides versatility in that
line, you also get a plethora of utility and defensive spells like Invisibility and
Mirror Image. In addition, a lot of Enchantment’s schtick is duplicated through
spells with similar mind-affecting effects. It also even contains a portion of
battlefield control making illusion a diverse and interesting school. Beware the
Shadow spells, however, since they’re often poor choices for the spell levels
they are in.

Core School Powers: I actually think the passive power is a great benefit,
and does a lot to make image spells more usable in combat. Blinding ray
would be good, but the hit dice factor makes it a whole lot worse. It IS nice
that there is no saving throw, but Dazzle is easily the worst condition in
pathfinder, and in most cases where you’d want to blind the enemy you’re
going to be dazzling them instead. What makes the School Powers for illusion
really nice is the 8th level invisibility power. Swift action greater invisibility.
Need I say more? It’s the swift action part that makes me want to make this
Blue.

Phantasm: Blinding ray is better than Terror, but if you're in melee range,
Terror isn't terrible. Bedeviling Aura is actually really really good. If you've got
a lot of melee party members, especially ones that can do precision damage
if they're flanking, this is an incredible ability you should consider taking
Phantasm for in that circumstance. Even without that circumstance, it's pretty
dang good. Take the Spell Tactical Acumen for an even more potent effect.
Shadow: I really like Binding Darkness. It's a great replacement for Blinding
Ray, though you'll probably be casting real spells by the time it gets to be
a long enough duration, and it's really for shutting things down since your
allies have a big miss chance against the enemies affected by it. Shadow Step
is also really solid - it's a lot like the Conjuration Dimension Step ability but
more defensive. Ultimately I don't think it's better than improved invisibility,
but I think overall it's a decent trade-off for this sub-school.

Mage of the Veil (Qadira): (ISP) You get some nice class skills to use
your enormous intellect on, stealth is particularly nice though replaceable by
the invisibility spell, which is noticeably one of the things you give up for this
subschool in favor of disguise powers. If you’re playing an Urban campaign
this is probably a lot better, but in my opinion the regular illusion school is
superior for general use.

Necromancy
School Spells: Necromancy has all the weird stuff for Wizards, but most
notably it contains a good number of the best Debuff spells. The crown jewel
of these spells is Enervation, which not only eventually kills its target but
gradually makes them worse as you do so. You can base your entire build on
this spell alone. Besides debuffs it has a few crowd controls and even some
buffs. The first thing you think of when you think Necromancy though is the
ability to animate dead - and it has that too. It seems to me that because it’s
yet another power that requires you to use Charisma you’re better off being
a different class if you want to go that route, especially since other classes
have more ways to channel negative energy (like for instance, the Cleric class
feature “Channel Negative Energy”). Overall though Necromancy is diverse
enough to make it worth specializing in, but not quite potent enough to be
considered the most optimal choice, additionally because like Illusion it’s also
a relatively small school. It’s also very weak at the lowest levels.

Core School Powers: Turn undead and Command undead are pretty
much essential if you’re going to be animating dead, but again, the need
for Charisma makes me MAD. Grave touch is pretty cool, especially since it
actually lets you frighten things which seems to be a taboo with other “makes
dem shaken” abilities like the Bard’s Dirge of Despair. The touch range, spell-
like-ability vulnerability to attacks of opportunity, and the inability to channel
it through your Familiar means you’re probably never going to get to use it
though. Besides that, the frightened aspect only works if they are lower than
your Wizard level. Lifesight is cool, but its short range makes me wonder if it’s
even worth the standard action it takes to activate it.

Life: Trade the not great abilities of necromancy for really crummy healing
abilities. Turn undead wasn't great for you in the first place, but the healing
power is really weak. Granting temporary HP is weird and kind of useful since
you can give it to the guy who should be taking hits for you.

Death: Bolster is probably more useful than Grave Touch, so take this
subschool if you want to be an undead master. Or just play a class that's
better for being an undead master.
Transmutation
School Spells: With all the additional material added to Pathfinder, an already
huge school like Transmutation has become disgustingly bloated and filled
with shovelspells. But, being such a large school makes it pretty easy to find
something good at each level to make it worth having an extra spell slot for
each day. In 3.5, Transmutation rivalled Conjuration as the most powerful
option for specialization. In Pathfinder some of the most broken aspects of
Transmutation have been tamed and in many cases wrecked. That said, at
higher levels Transmutation has some of the game’s most potent options like
Time Stop and Polymorph Any Object (The latter which surprisingly was pretty
much left untouched from 3.5.)

Transmutation contains some of the most important backbone spells of the


Wizard, and while I don’t think it’s anymore the best specialization, you won’t
be disappointed with your options if you decide to do so.

Core School Powers: Aaand this is the biggest disappointment if you decide
to go transmuter. It’s not bad, it’s just not exciting. The passive is very nice
because it saves you the cost of enhancing your stats through a physical belt,
and your physical stats aren’t good enough that it’s a MUST that you get a +6
item in them. It’s also nice that you can change this bonus every day, and if
nothing else it means that you’ll be stronger than the average wizard if you
DO get a belt of physical might. Telekinetic fist is throwaway like all the other
similar school powers. Change shape is... kind of fun. Except that you can’t
take the Natural Spell feat to cast while in these forms, and you can’t really
stay in the shapes for very long. It really limits the uses available there, and
while it technically saves you spell slots to memorize the spells they duplicate,
it’s really not something you’ll be using very often I think.

Enhancement: Better than core Transmuter, marginally. Enhancement


bonuses are popular on Magic items, so you're not going to stack with
anything. The Natural Armor bonus you can give stacks with stuff though so
it's more worth having than the core abilities.

Shapechange: *jaw drops* Yeah, take the barely usable low level ability and
make it worse. I don't know what it is with Paizo and giving 1/2 BAB casters
the ability to make weapons for themselves.

Universalist
School Spells: Permanency and Wish are some Wizard Staples, especially
the former since you as a prepared caster will actually get to use it unlike
your more handsome brother the Sorcerer. But that’s another discussion. The
discussion here is about how the Universalist sucks because he doesn’t get an
extra spell per spell level per day. If you want to be a universalist, then be a
specialist and spend two slots memorizing a spell from your opposition school.
That equals the same number of spells per day, except you don’t have to be
like that every day.
School Powers: The most disgusting thing about the Universalist is that not
even the school powers are enticing enough to give up the longevity that you
enjoy as a specialist. Hand of the Apprentice is potentially a better damage
ability than other school throwaway powers, but it’s the same as the rest
- not even worth a standard action at higher levels. Metamagic Mastery is
admittedly pretty cool, but there are feats that do the same thing now albeit
to specific spells. Also, when you read that it only applies to metamagic that
raises the spell level by 1 without further penalties it severely limits the
possibilities.

Arcanamirium Crafter (Absalom): (ISP) Gives a bonus feat and a nice


boost to crafting that is a better deal than the power it replaces.

Thessalonian Specialist (ISM)


This is nostalgic of the 2nd edition and 3.5 days. Essentially the trade-off here
is that you get an extra casting of your bonus spell every day per level for
your specialty school by permanently giving up two other predetermined
schools. This is only a good deal for campaigns that have you taking longer
adventuring days with little time to rest and recoup your spells. I don’t
recommend any of these in most circumstances. Most of the 7 options listed
on the OGC are giving up too much, but we’ll consider each individually
anyway.
It’s also a little ambiguous if you get to keep your school powers with this, but it
doesn’t say you lose them so I would say you get to keep them. If your DM
rules you don’t, then I’d very carefully consider what you’re giving up. Some
school powers aren’t very good in the first place, and something you’ll never
use is something you’ll never miss.

Envy (Abjuration) Prohibited Schools: evocation, necromancy.


Abjuration basically only has the dispelling options. Many of its protection
options are duplicated in other schools. You’re going to have a hard time
finding two effective memorizations for each spell level every day. Evocation
was once regarded as one of the best schools to give up since a lot of its
abilities could be duplicated in other schools. Thanks to metamagic it’s gotten
a lot stronger however making it a tough one to give away. Necromancy isn’t
the largest school, but it has some very powerful spells. Not worth it.

Gluttony (Necromancy) Prohibited Schools: abjuration, enchantment.


Necromancy’s biggest weakness is that it’s such a small school. Some levels
are also just not very good. Giving up Abjuration and Enchantment however
are probably the least missed schools. You should make sure you have
another full caster in your party to cover dispel magic, since you won’t have
it.

Greed (Transmutation): Prohibited Schools: enchantment, illusion.


Transmutation has become a large bloated school, so there should be a spell
each spell level you wouldn’t mind casting twice. Giving up enchantment isn’t
so bad, but illusion will be sorely missed, making this a harder pick.

Lust (Enchantment): Prohibited Schools: necromancy, transmutation.


Enchantment has a huge Achilles heel and Transmutation is too large a school
to give up.
Pride (Illusion): Prohibited Schools: conjuration, transmutation.
You’re giving up the best school, and the biggest school for this. Not worth it.

Sloth (Conjuration): Prohibited Schools: evocation, illusion.


Evocation and Illusion are extremely hard schools to drop, but Conjuration is
so good that it might even still be worth considering.

Wrath (Evocation): Prohibited Schools: abjuration, conjuration.


Evocation has gotten amazing, and it’s definitely worth giving up Abjuration
for. It’s not worth giving up conjuration.

Suggested Opposition
Schools:
When you specialize you always have to make the hard decision of which other
schools are you going to gimp to gain the benefits. Ultimately you can always
memorize spells from opposition schools if you spend the two slots, so it’s not
so bad if you occasionally need something from your opposition school.
My first recommendation for opposition schools is to never give up Conjuration or
Transmutation. Both of them have the most important Wizard Spells, and the
latter is the largest school. I also don’t recommend giving up Evocation. Back
in 3.5 it was a prime suspect for removal because other schools could easily
replace its effects. That’s not so much the case anymore

That leaves Abjuration, Divination, Enchantment, Necromancy, and Illusion as my


most favored possibilities. I will discuss the circumstances you can give up
each of these as opposition schools individually.

Abjuration: The most painful losses here are Resist Energy, Dimensional Anchor,
and Dispel Magic. But, even if you plan on doing things like Planar Binding
using a magic circle and dimensional anchor, you can easily take the double
slots since it’s not something you plan on doing often. You might consider
taking this as an opposition school if you have another full caster in your
group, preferably something like a Cleric who is also a prepared caster. Many
other full casters get the staples of this school and can fulfill that role instead
of you.

Conjuration: Basically you’re making your most combat usable battlefield


controls harder to utilize in combat. If you don’t intend to utilize them at all,
then I might recommend looking at another class. Conjuration is a bad bad
choice for an opposition school.

Divination: I like Divination a lot, but it’s tough to say that its spells are
something you’ll be using all the time. If you need to scry or use blood
transcription, you can afford to cast it from a scroll or double up the slots. The
biggest problem with giving up Divination is that two of the most important
zero level spells are Divination, and as a Wizard you only get to memorize
four of those anyway. Having to use all your Zero Level slots on Read Magic
(For scrolls) and Detect Magic (For general utility) really hurts, but like with
Abjuration and Dispel Magic basically every caster gets Detect Magic and Zero
Level spells aren’t so good that you really need all four slots.

Enchantment: 90% of the spells in this school won’t work on 20% of the
monsters you’ll be facing. Almost 100% of the offensive spells target only the
will save. There are about 3 offensive spells I would say stand above the rest
of Wizard magic for their level, and a few buffs you’ll be missing out on, but in
most if not all cases I would say you won’t be missing the Enchantment school
even if you never spent the two slots memorizing its spells.

Evocation: Even without using dazing spell, you’d be giving up some powerful
options in this school. Similar to Conjuration, its spells are best used
in combat situations where the number of slots really matters. The old
suggestion to give up Evocation and Enchantment no longer holds true in my
opinion.

Illusion: There are again some Wizard staples in this school - namely invisibility
and mirror image - that I would have a hard time giving up because they’re
just that useful. This school also doesn’t have the advantage of other casters
fulfilling the role because often times you want to be able to cast the spells on
yourself in a bind. That said, it’s a small school, and a decent possibility for an
opposition school.

Necromancy: Though there are some good and interesting debuffs in this
school, I’m not particularly a fan of debuffing over battlefield control or even
buffing anyway. Additionally, at the early levels, the school just isn’t very
good. This is a fine choice as an opposition school early on, and then you
might consider the Opposition Research feat to make it a normal school later
when the more powerful spells pop up.

Transmutation: The best argument for not taking Transmutation is that you’re
almost literally giving up a quarter of your wizard spells by doing so (Okay,
I haven’t actually looked at the number, but it’s gotta be a sizable fraction.)
Besides that your best friends like Fly, Haste, and Time Stop are all going to
be things you will want a lot of when they become available to you.

I personally usually take Necromancy and Enchantment as my opposition schools,


with the plan to research Necromancy at level 9. Taking Divination and
Enchantment in many campaigns may allow you to avoid that extra feat later
on though since as mentioned Divination is often needed when using two slots
or a scroll won’t matter as much. Abjuration is a fine choice if you have a
caster in your party that covers its staples - don’t dump it if you don’t.

Elemental Schools
Elemental schools have one advantage over the traditional schools, and that’s
that they have only one opposition school. With Opposition Research
(Feat) you can basically eliminate the drawback of specialization. The big
disadvantage they have over traditional schools however is that they have far
fewer spells to choose from each level.
For this section I’m going to do something a little extra - I’m going to name one
spell per spell level that I would memorize every day. If I can’t find one that
I would definitely memorize, then I will dock the school for it. I’m also going
to name some of the staples you’re losing in your opposition school up to 4th
level (Since after level 9 you can just pick up Opposition Research.) Some
levels have spells that you can use with all the elemental schools. I am going
to ignore those for the purpose of this exercise, especially since it’s confusing
whether you have to adjust the spell to the appropriate element or not. (I’d
say yes, since on the summon monster spells it specifically says “Elemental”)

Water
Water School: Water School has a fairly strong selection of spells, and there
really isn’t much to lose from its opposition school. I wouldn’t say it’s as good
as Earth as far as spell selection goes, but Earth has to lose some big ones
from Air’s list.
Good Daily Memorizations: 0: Ray of Frost 1: Obscuring Mists 2: Fog Cloud 3:
Sleet Storm 4: Wall of Ice 5: Cloudkill 6: Fluid Form 7: Control Weather 8:
Horrid Wilting 9: Tsunami
Bad Oppositions: 2: Pyrotechnics (Maybe)

Water Abilities: Swimming is obviously better in more water oriented


campaigns. The 1st level attack power is slightly better than the other
schools, including the traditional schools, but not by much. Water Wave is
nice as a single square battlefield control. See Toppling Spell’s analyses for
why I wouldn’t rate this higher as a trip ability. The wave does get HUGE
though so you can really fill the battlefield with it.

Fire
Fire School: 4th, 7th, and 8th levels are just bad. The rest of the levels are
weak. I’ll point out that you can start stacking metamagic on Burning hands
for the 4th level slot, and figure out some way to fill up 7th and 9th level
slots with other choices besides what’s offered using the same strategy. So
while it’s a relatively bad list, it’s workable.
Good Daily Memorizations: 0: Spark 1: Burning Hands 2: Pyrotechnics 3: Fireball
4: Wall of Fire 5: Fire Snake 6: Contagious Flame 7: Firebrand 8: Wall of
Lava 9: Fiery Body
Bad Oppositions: 1: Obscuring Mists 2: Sleet Storm

Fire Abilities: Fire Supremacy offers a small amount of fire resistance, and
Fire Jet is slightly above other first level attack powers of the traditional
schools. The 8th level power is very nice indeed though, as it lets you add
Selective Spell to any magic up to ½ your wizard level per day. I’m not sure
if that ability alone is enough to sell the school though.

Air
Air School: Air School’s main fault is losing some awesome spells to its
opposition, and this does hurt a little at lower levels. Besides that the list
is actually pretty solid, though some of its more attractive spells become
obsolete with the school powers (Not a bad thing.) Though unsurprisingly
there is a lot of redundancy with wind spells, it starts to get better as you
approach higher levels.
Good Daily Memorizations: 0: Message 1: Feather Fall 2: Gust of Wind (After
level 5, Levitate before) 3: Cloak of Winds (After level 10, Fly before) 4: Ball
Lightning 5: Suffocation 6: Chain Lightning 7: Fly, Mass 8: Stormbolts 9:
Suffocation, Mass
Bad Oppositions: 1: Grease 2: Create Pit, Glitterdust, Stone Call 3: Stinking
Cloud, Shifting Sand (Oh WHY! Why do we have to lose these!?)
Air Abilities: The ability to fly at will saves you a bit on magic items that
do the same thing, and at earlier levels you don’t ever have to worry about
falling damage. Lightning flash is a pretty throw away power. Vortex on the
other hand has a mighty DC for fliers that you fly under, and can knock them
out of the sky and into a hungry pit you’ve set up for them.

Earth
Earth School: Probably the strongest list out of all the elemental schools.
Except for level 8 (Which you can fill with Metamagic) it’s easy to pick
something you’d cast every day. It sucks that you lose the fly spells until
level 9, but it’s not gamebreaking because your BSF probably never had the
option, so until then you can walk with him. You can also get creative with
Gaseous Form or other substitutes until then, and if you really need it, you
can just spend the two slots or scroll it. You can actually choose to adopt
the five elements philosophy of Magic as outlined in the UM however, which
lets you take Wood as an opposition School instead. There you lose Web, but
keep fly.
Good Daily Memorizations: 0: Acid Splash 1: Grease 2: Create Pit 3: Stinking
Cloud 4: Stone Shape 5: Wall of Stone 6: Flesh to Stone 7: Reverse Gravity
8: Wall of Lava 9: Clashing Rocks
Bad Oppositions: 1: Feather Fall 2: Levitate 3: Fly or 2:Web

Earth Abilities: The enhancement bonus to CMD is nice, though it’s probably
not going to make a huge difference for you if you’re ever attacked in such
a way. Level 1 power as usual is pretty throw away, but sickened is a better
condition than Air’s Dazzle. Earth Glide is pretty cool and could have a lot of
clever applications.

Wood
Wood School: Probably the second strongest spell list of the elemental
schools, and the list is very diverse. You do get some Druid spells on your
list, but they’re all garbage because you get them a level late. You also miss
out on Glitterdust without using two spell slots, but I’m sure you’ll live. One
thing interesting is that you get Sirocco two levels early. That’s pretty cool.
Good Daily Memorizations: 0: Light 1: Charm Person 2: Web 3: Wind Wall 4:
Sirocco (2 levels early?!) 5: Fickle Winds 6: Battlemind Link 7: Scouring
Winds 8: Euphoric Tranquility 9: Winds of Vengeance
Bad Oppositions: 2: Glitterdust

Wood Abilities: Flexible enhancement saves you on getting a magic item


that does the same thing, and because it’s a permanent enhancement that’s
nicer than you might think. Splintered Spear is as bad as the other first level
attack abilities so you’ll probably never use it past early levels. Cooperative
Defense is probably only good against Will save spells (And it does say
it has to be spells). You could use it as an argument that you should get
all the resistance items you find until you’re capped out though. Flexible
Enhancement is really the only good thing here.

Metal
Metal School: Except for level 2 for one spell, this list is very poor. Lightning
spells aren’t generally the best choices for metamagic because they tend to
be in lines rather than areas. One thing I will note that isn’t easily seen on
my personal daily memorizations list is that the Metal School does have all
the Construct-affecting spells making it a choice you might consider if you’re
making a Construct builder.
Good Daily Memorizations: 0: Mending 1: Magic Weapon? 2: Glitterdust 3:
Lightning Bolt 4: Shout? 5: Lightning Arc 6: Disintegrate 7: Statue? 8:
Stormbolts 9: Ride the Lightning
Bad Oppositions: 2: Pyrotechnics

Metal Abilities: Metal Rending is garbage. Armor skin is outclassed by Mage


Armor until level 10, and even then the Duration is restrictive. Creating
difficult terrain at 8th level is nice, but it’s only a 10’ are and by then you’ve
got much better spells for that.

Void (ISM)
Void School: I wouldn’t say that Void’s list is better than Earth’s, but it has a
lot of useful tools that you could be casting every day and contribute well to
the party. Some levels are stronger than others, but the biggest advantage
of the Void School is that you can pick which school you miss out on at lower
levels, or pick an opposition school that you just don’t care about and not
bother with opposition research at level 9. You can’t pick Wood or Metal
according to RAW though.
Good Daily Memorizations: 0: Guidance 1: Shield 2: Invisibility 3: Dispel Magic
4: Wandering Star Motes 5: Telepathic Bond 6: Dispel Magic, Greater 7:
Teleport, Greater 8: Moment of Prescience 9: Time Stop
Bad Oppositions: You get to pick!

Void Abilities: You get a nice bonus (insight!) on saving throws against
spells and spell-like abilities, which is most saving throws. You get a decent
aura buff power which is also insight, stacking with the Bard’s bonus, but
not with your own insight bonus to resisting spells. The key seller here
though is the 1st level power that lets you lower enemy’s saves equal
to half your wizard level without a saving throw. It’s a standard action,
which seems restrictive, but there are plenty of ways that you have to take
advantage of it yourself using your move action or even your swift action;
Dazing Snapdragon Fireworks or Burning Gaze, Quicken Spell, and spells
moved around with a move action come to mind. It won’t help you at the
lowest levels (Unless you have another caster in your party who could take
advantage of it), but as you level up, it becomes incredible.
SKILLS
Back to Main Document
Class Skills
Knowledge Skills
Cross-Class Skills
Intelligence Item Suggestions

Class Skills
Appraise (Int): The Wizard concept that “Knowledge is Power” applies to
this skill as well. However, this skill is mainly for making sure you don’t get
ripped off by some NPC. While your INT makes you a great candidate for the
party appraiser, I think it’s pretty easy to skip this skill altogether in most
campaigns. (And I’m not afraid to say “make the rogue do it.”)

Craft (Int): You’re a great candidate for crafting magical items, which also
makes you a great candidate for crafting the things you make into magic items. I
wouldn’t go wild with this and take too many crafting skills, but I would definitely
say max out one. Which one? Craft Alchemy is my first choice. It makes great
items for your Familiar to throw around, and if you use them as Alchemical Power
Components to improve your spells.

Fly (Int): This isn’t a skill that you really need to max out. The hardest flying
will ever be is in a Tornado where your DC is around 36. The question is, when
are you ever going to be in a tornado? Your class has pretty easy access to flight
though, and under normal circumstances you’re going to at least want to beat
the DC 20 to fly straight up when that circumstance arises. Taking this skill is
definitely a good idea (However it’s one of the skills I recommend taking as your
INT item bonus.)

Linguistics (Int): The usefulness of this skill depends on your DM. If your
DM likes to use a lot of languages then this is a good skill. If your DM likes to
keep things in English, then don’t bother. It’s also worth noting that you can
comprehend all languages as a spell at first level, and you can effectively speak
any language by 5th level, through a spell. And also, your probably low Charisma
doesn’t make you the best diplomat to be using this skill.

Profession (Wis): If your goal is to make money through your skills, then
you’re probably better off sticking to Craft since your stats favor it more. Even
then, the amount of money you can make from this is pathetic and a general
waste of points. Sometimes professions have applicabilities though and your DM
might consider giving you circumstance bonuses based on your profession. Talk
to your DM or skip this.

Spellcraft (Int): Pretty much every caster wants this, and with your primary
stat you’re going to even be the best at it. That and you absolutely need this to
scribe new spells into your spellbook. I don’t need to tell you to max this.
Knowledge Skills
Do not underestimate the power of knowledge skills. From a role-playing
perspective it basically allows you to legally metagame as much as your rolls
allow you. You have a lot of INT and few class skills. Take a lot of knowledge
skills. As a prepared caster they are crucial to you knowing what’s ahead to
prepare. The knowledge skills you’re going to want the most are the ones that
let you identify monsters. Which of these are best depends on the campaign.

Arcana: (Magical Beasts, Dragons, Constructs) This knowledge gives you the
most bang for your buck. Besides giving you the knowledge you need to defeat
constructs, which almost always have very specific weaknesses, it also grants
you a high ability to identify spell effects. In most games that use magic to any
degree, having an expert on this is crucial because magic is one of the more
difficult things to understand through guesswork.

Dungeoneering: (Aberrations, Oozes) Aberrations are like Constructs in that


you’re really going to want knowledge of them to identify their weaknesses and
strengths, since they’re all different. Besides that it gives you a good idea of
inside terrain which may help in your planning.

Engineering: This can be really useful if your DM is open minded and


descriptive. The terrain can really become your friend through this knowledge.
But, I've had DMs where every environment was an empty room, and if your DM
is like that, you probably won't get too much use out of this one.

Geography: You are going to want at least a few points in this once you get
teleport especially. For other purposes I can think of, you can usually have your
party face just ask someone (or just follow the railroad, depending on the
scenario.) Creative DMs who reward creative players could make this skill be like
engineering for outside - letting you use terrain in similar ways.

History: Your DM will love you for taking this since you will be an excellent
mouth for his exposition. That’s pretty much the biggest thing you’ll get out if it.
But, exposition can teach you things, and if your DM has no other way he feels
like he can give you crucial information, you having this skill will have really
helped your party.

Local: (Humanoids) Max this in an Urban campaign. Anytime else, "Humanoid"


is a very broad category that could garner you some very useful info for
combating them, but again, your party face may be able to easily gather the
necessary info on this category too since humanoids do tend to talk.

Nature: (Animals, Fey, Giant, Monstrous Humanoids, Plants) There are so


many creature types in this category it's a must have. Besides that, it also gives
you a ton of terrain and general survival info. Nearly as much benefit for the skill
points as Arcana.

Nobility: Probably the worst deal out of all the knowledges. Most campaigns
you won't even need this. Take a point to not look like an idiot if you are ever
asked, but unless you are playing a game full of (boring) political intrigue, don't
take any more.
Planes: (Outsiders) Outsiders are one category, but it's a HUGE category. If
you are summoning, planar binding, or even considering planar travel, max this.

Religion: (Undead) Undead are another huge and popular category. Unless
you are a necromancer though, it's a little more campaign specific, but your odds
are pretty good you will get use out of this skill in any campaign, even if you
never run into any undead.

Cross-Class Skills
Acrobatics (Dex): At early levels this might be worth considering to avoid
attacks of opportunity for making half movement. Later on, CMDs are going to be
too high for you be wasting skill points on this. 5 foot steps are generally all you
need, and even with points in this you’re making a pretty big gamble by moving
and you might as well make the concentration check.

Bluff (CHA): Don’t even bother unless you’re an Enchanter. Even then, this
skill really doesn’t offer you much except maybe the secret messages aspect. I’d
just wait until you can pick up telepathy.

Climb (STR): You dumped strength right? Cast Spider Climb or Levitate
instead.

Diplomacy (CHA): My favorite face skill and you’re probably going to be


bad at it. An Enchanter might consider it though since in my opinion it’s the best
of the three.

Disable Device (DEX): In 3.5 this was actually INT based. Even then
though it wasn’t really worth taking since you have to be a Rogue to disable
magic traps. You basically get half the value of this skill without the Trapfinding
feature.

Disguise (CHA): Remember that most polymorph skills only give you a +10
to using this skill. If you intend to use polymorph spells to any effect that this
skills describes, you probably want to put points in this. Disguise isn’t universally
useful however since an invisibility spell will often work just as well, but it does
have the benefit of a long duration.

Escape Artist (DEX): A ring of freedom of movement solves the same


problems, but being grappled is one of the worst things that can happen to a
Wizard. This is definitely a cross-class worth considering putting max points into
for that reason alone. You don’t need to bother if you’re a Conjurer
(Teleportation) though.

Handle Animal (CHA): Never thought of using this as a Wizard skill before,
one sec and let me re-evaluate my prejudices... Hmm... “push animal” -
Hydraulic Push does THAT fine... Oh wait... it probably means like “Push beyond
its limits”... Pfft! My summoned mount doesn’t even technically exist, so it can
die for all I care. “Teach animal a trick” - I’ve got a trick, it’s called Charm
Monster. “Rear a Wild Animal” - what does that even mean? Animal husbandry?
Yeah... I’m thinking a Wizard isn’t the class to be bothering with this skill. I DO
think though that this skill is generally underrated and could be put to some
creative use in the right hands.

Heal (WIS): The real purpose of this skill is to be able to heal NPCs without
wasting your Cleric’s precious slots or charges on your CLW wand. It’s really not
as bad as people say, I mean it can help cure poisons without having to
memorize any cure poison spells ahead of time, or wasting known spell slots. It’s
probably a skill better for one of your companions though I don’t think it’s a
complete waste of points.

Intimidate (CHA): You definitely want one of your buddies to have this
since the shaken condition makes your spells more effective when they offer a
saving throw. For you, well, you’re not going to be the best at it, or even good at
it unless you’re an enchanter.

Perception (WIS): This is super blue if you chose Familiar as your Arcane
Bond, because then you basically get to roll twice (And it’s actually even a class
skill for your Familiar.) I highly recommend taking this no matter what though,
because Perception is the most used skill in the game.

Perform (Any) (CHA): I think it’d be just plain silly for a Wizard to take
this at all. Contact me if you think of something, but this seems like a great way
to waste skill points in basically all circumstances.

Ride (DEX): You get some great spells that give you mounts. If you think
you’re going to have the opportunity to be sitting on that mount’s back (Aka,
you’re outdoors a lot, or the dungeons are large enough) then a couple of points
in this could be really helpful - particularly guide with knees so you can cast and
move. More than 5 points or so is probably unnecessary.

Sense Motive (WIS): The DCs on this are pretty high for you for lower
levels, but it’s a good way to get information if your spells don’t seem to be
helping.

Sleight of Hand (DEX): I think I remember reading some spells that


surprisingly use this, but for the most part you won't have any opportunity or
reason to take this.

Stealth (DEX): Duplicated by a lot of spells, but like with disguise, the
duration if said spells may restrict you from using them. Therefore not a horrid
pick.

Survival (WIS): The benefits of survival are similar to the knowledge skills,
except you have no advantages when taking this skill. But, doubling up your skill
checks with your familiar, and the general usefulness of this skill makes it an
okay pick.

Swim (STR): You are going to have to accept that you suck at this. Not even
one point will really help you, and more points is just taking from other skills. Try
to rely on your spells for this, unless you're in an aquatic campaign.

Use Magic Device (CHA): If you picked familiar, max this out to make
your improved familiar more useful in combat. Otherwise I wouldn't bother since
the best spell trigger items are on your spell list anyway.

Suggested INT Item Skills


When you get an item that gives you INT, you get to max a skill while you are
wearing them. Since you get those skills later in the game since you won't START
with +6 INT band, these are my suggestions for skills granted as you upgrade
that slot.

Fly: You also don't start with the ability to fly, so this is a good one to pick up
with your +2 item.

Use Magic Device: The good improved Familiars are level 7, and this skill is
really for them.

Any Knowledge: if you are missing any knowledge skill, this is a good way to fill
in the gaps.

Any Craft: I suggest this for your +6 bonus since by that point you have
probably already been taking all the skills you need. Craft is a decent money
saver, and you might not have the wealth to take advantage of it early on.

Any Tertiary skills: Think you might be able to use stealth or swim and don't
have anything better to max? Well it didn't hurt getting it late with your INT
bonus.
FEATS

Metamagic Feats:
Core only, it’s tough to recommend most metamagic because it raises the spell
level of the spell, and often times it’s just better to cast a spell that is naturally
from that spell level. Newer metamagic however gives powerful reasons to use
your lower level spells with an added kick. Metamagic has become essential to
Wizard power and customization.

Bouncing Spell: (APG) Great way to get more use out of your potent single
target save-or-lose spells. But it uses your swift action meaning you only get
one bounce. In some cases, like with casting Dominate Person, this metamagic
could be worth it. It is nice that it only uses a slot one level higher.
Burning Spell: (UM) Horrible effect for +2 spell level.
Concussive Spell: (UM) Causes a lot of the same penalties that the Shaken
condition can cause, but it can stack with Shaken and other similar conditions.
This would be better than Sickening Spell since the effect has no type, but
there are so few Sonic spells to use with it.
Dazing Spell: (APG) Okay, it's THREE levels higher, but you can daze creatures
in an AOE that targets reflex. Reflex is the worst saving throw enemies have
on average. Casting a Dazing Fireball is a 6th level spell, but what 6th level
spell has a 20' radius Daze effect that lasts 3 rounds targeting Reflex? I like
this feat.
Disruptive Spell: (APG) Use this with spells that don't allow a saving throw and
make the argument that it uses the DC of a spell for the level. I'd like this
more if it lasted longer than a round, but it's only a +1 metamagic. Still not
sure if it's ever worth taking though.
Echoing Spell: (UM) Use spell slots three levels higher to get two lower level
slots with no extra benefits. Really crummy.
Ectoplasmic Spell: (APG) Only take this if you know that you are going to be
fighting a heck of a lot of ghosts, or enemies that use spells similar to Blink. Or
cast spells that help your party in other ways instead of trying to affect them.
If you’re making a Wizard that relies heavily on one-trick, like Enervation, then
you’ll probably still want to grab this to use with your Preferred Spell. Utility-
wise, you can use this with Blink and negate the negative aspects of that spell,
but it’s probably not worth the extra spell levels to do that all the time, making
it more of a rod investment in that case.
Elemental Spell: (APG) Switch out energy type for a +1 metamagic. Not worth
it. Take the Admixture School instead bothering with this feat, or get a rod.

Empower Spell: The first thought is to use this with Blast spells. In general
though, this is a good feat to add when you don’t have to add extra spell levels
to the spell - aka using Spell Perfection or a Rod. The former is a reason to
pick it up, and the latter means you should avoid this feat. I actually kind of
want to get an empower spell rod and empower a Summon Monster IX spell
that’s already buffed with Superior Summons and Spell perfection...
Enlarge Spell: There’s a better metamagic called “Reach Spell” now that makes
this almost obsolete. The only thing this can do is add even more to Reach
Spell’s range increases to make it even more insane range. Or, you can use
it to double the range on non-increment spells like Teleport to get places you
need. Usually a pretty bad deal to take this as a feat though.

Extend Spell: I’ve seen a lot of people recommend this, and for that reason I’ve
picked it up to try it out. Honestly I haven’t ever gotten any use out of it. Early
levels it could be worth picking up, but later levels it seems to me that it would
become less and less relevant. I’m not a big fan based on my own experience.

Flaring Spell: (UM) Dazzle is a terrible condition and adding +1 level to your
spell for it is certainly not worth it.

Focused Spell: (APG) Good for spells like Confusion. Probably still not worth the
+1 metamagic.

Heighten Spell: I’ve seen this interpreted a few ways. One is that having this
feat means you can “apply” it to any spell you’ve added metamagic to and
have it count as the same spell level for saving throws. Another said that
you have to add the spell levels with Heighten spell to get the benefit. The
former interpretation makes this feat amazing. The latter... just not worth it.
Persistent spell has a better effect for the level increase, though I suppose you
could do both to whatever degree you can. The main reason for taking this
regardless though is that it’s a prerequisite for Preferred Spell.

Intensified Spell: (APG) Great for Magus. Meh for you. Being only +1 though
it's pretty solid for a blast feat.

Jinxed Spell: (HoG) While I love things that lower saves, Jinx does only lower
saves by 1. The duration is a selling point, but in the end you’re only making
up for the fact that the Halfling doesn’t get an intelligence bonus. I think this
is a feat your Halfling spontaneous caster should consider, not you, as it’s
more of a party helping spell than it is a self-help spell, and the requirements
to get it are probably too much for you (the halfling requirement being the
most restrictive.) The feat tax requirement to get this spell as an AOE is also
restrictive, and the +2 spell level makes me wonder if the Halfling should just
spend that standard action to do it as an AOE by itself instead of trying to
attach it to his spells, which makes it even harder to recommend to even the
spontaneous caster (Though he could attach it to a spell to target a different
saving throw.)

Lingering Spell: (APG) Would be much better if it affected creatures standing


in the lingering effect for another round, but can be used to create a good
battlefield control area for only +1 spell level.

Maximize Spell: Like Enhance Spell, this is best for situations when you don’t
have to take the spell slot increase. +3 spell level is a lot, though this
can really lay on the hurt with the right spell.

Merciful Spell: (APG) Not sure how often you'd get to use it, but it doesn't raise
the spell level at all, so at least it has that going for it. With a powerful fireball
you could knock out everyone in an entire Tavern. Might be worth taking just
to do that once.

Persistent Spell: (APG) Make targets roll their saves a second time if they
succeed the first. +2 spell level, but it's slightly better than Heighten Spell in
regards to making enemies fail their saves. Good for the save-or-die specialist,
and potent on AOE spells.
Piercing Spell: (UM) Probably better for a spontaneous caster since I doubt you
can plan for a foe who has an SR too high that you need this. You COULD plan
to take a few spells that don't allow SR and avoid this entirely.
Quicken Spell: This one is practically mandatory. Anything that lets you take
more actions in the same round is extremely powerful, and while it might not
technically make the spell worth the slot, it certainly makes it worth your time.
There are a few spells with swift action casting times that you can fill your swift
action with now, but this gives you added versatility.
Reach Spell: (APG) Great for making your touch spells useful without having to
cast spectral hand, but better yet you can extend your medium ranged spells
to sniper range. If you use bestow curse as a 6th level spell you can cast it on
someone 840 feet away.

Rime Spell: (UM) This is solid. Entangle is a lot better than Dazzle, and like
Flaring Spell this is only a +1 to your spell level. Cone of Cold is the first spell
that comes to mind to use with this spell.

Silent Spell: Better as a contingency rod than to have the feat and memorize the
spell as silent ahead of time.

Still Spell: You still have to make concentration checks when grappled, so
this seems to be best when you’re tied up or detained in a similar manner. I
suppose it’s also good for when you’re trying to cast discretely, but it doesn’t
get rid of the verbal components, and that seems more important. Since you
might not be able to access a rod in circumstances where you might need this,
you may consider this option, though I don’t completely recommend it.

Selective Spell: (APG) It's back, and it's only +1 level. Worth having for those
spells that have a lot of potential collateral damage. Probably better as a Rod
though since planning ahead for the circumstance you’ll want to use this in is a
little dubious.

Shadow Grasp: (ISM) Basically Rime Spell for any spell with the darkness
descriptor, and it doesn’t even have to damage them. If it weren’t for the
feat tax, I’d recommend this to any Wizard as a green spell, but unless you’re
actually using tenebrous Spell and Umbral Spell it’s not worth it. However this
set of three feats in general are interesting and flavorful, making good choices
if that’s your character concept. They’re not so powerful that I’d recommend it
to every Wizard however.
One thing I will say about Shadow Grasp though is that the concealment effects
of darkness spell are stunted by the fact that SO MANY creatures get Dark
Vision, but even with Dark Vision they’ll still be effected by this.

Sickening Spell: (APG) I happen to like Sickened as a condition since it makes


your spells more effective. You can add this to your reflex save spells for the
same benefits you get doing it with dazing spell. The duration sucks however,
making it questionable whether it's worth the +2. Still it's kind of fun to think
you made your Fireball into a Stinking Fireball.

Tenebrous Spell: (ISM) I do like this. It’s basically Spell Focus for every school,
except you have to be in Dim Lighting. If you’re making a save-or-die build
this doesn’t even raise the spell level of the spell, which is probably the only
reason I’d recommend it. If you’re not focusing on save-or-die, or save-or-
suck, you probably have better things to do with your feats.
Thanatopic Spell: (UM) Necessary if you want to make an Enervation one-trick
pony Wizard. Besides that probably not worth having. Just cast a different
spell.

Threnodic Spell: (UM) uch worse than Thanatopic spell, mostly because it has
a feat tax of Necromancy when you really want to use it with Enchantment
spells. That and the +2 makes it extremely limiting for even using it with
enchantment spells.

Threatening Illusion: (GoG) Have to be a Gnome, which makes it hard to


recommend this. I’d think it’s pretty decent though if you were a Gnome,
except that many of the illusion spells you’d be casting with this have a
duration of concentration making summoning a monster generally a better
choice for creating a flank buddy.

Thundering Spell: (APG) Deafened isn't the greatest debuff, but you can add
this to any spell including wide radius spells like Fireball. This is pretty nice
against casters thanks to the 20% fizzle chance and targeting a caster's
fortitude or reflex is definitely fortuitous to you. I just wish Deafened did just a
little bit more, or that this was +1 instead of +2.

Toppling Spell: (UM) This seems like it'd be great at level 3 when you can use
Magic Missile as a ranged trip spell. You also have Grease as a ranged trip spell
at 1st level. Also, and unfortunately, at higher levels the CMD of monsters
makes this hard to pull off.*

*Shoelessinsight gave me some information regarding Toppling Spell and average monster
CMD, which basically showed that after level 5 the chances of you succeding a toppling
spell drop below 50% and gradually decreases to 25% by level 12 and further down as
you progress (against equal CR monsters).

In other words, while I think we all want toppling spell to be a great metamagic,
the numbers simply don't add up. Once it drops below 50% it starts to become
unacceptable for adding +1 to your spell level. The most unfortunate thing is that even
considering there being a good number of npcs and creatures that have low CMDs, the
ones you really want to trip are the ones with the high CMDs.
Umbral Spell: (ISM) This is a great way to save your spell actions setting up
conditions for Tenebrous Spell to be effective, but at +2 spell level that’s
really the only circumstance I can think of that it would be especially useful.
Since you need Tenebrous Spell to take this, then you’ve probably already set
your mind to Tenebrous antics. Just keep in mind that it doesn’t work with
instantaneous spells.

Widen Spell: Cool idea and effect thwarted by its expensive 3 level increase.
It’s a shame too because this might have had some great potential.

Item Creation Feats:


Treantmonk made the comment that Item Creation Feats were like trading your
feats for money. So that thought bears forth a question; are your feats worth
money? This completely depends on the campaign. The thing about money
is that it’s like Experience Points that you spend and never get back. Okay
you can always get more money, but it’s not really good to think of it that
way because that takes time and effort that you may or may not have.
In some campaigns, the DM showers the players with gifts and wealth, and in
those campaigns you may just be better off just going and buying the items.
In other campaigns wealth is much harder to come by, and the discounts for
making magic items becomes essential. More importantly, Item creation feats
are necessary if the items you want or need are just not possible to come by.
The problem with Item Creation feats is that it does come with the opportunity
cost of other feats, meaning you should probably avoid taking more than
one or two and hope that your companions can pick up the slack if you need
anything else. Picking one Craft Wondrous Item is by far the best value, but a
few of the others are at least worth considering.

Brew Potion: Potions are normally bad, one shot deals, costing double the price
of a scroll. There are a few purposes for them though. If you’re considering
being the Prestige Class Bloatmage you can store blood necessary for your
capstone power. More interestingly though it seems to allow you to enchant
potions with spells that normally have a range of “personal”, or at least it
doesn’t seem to disallow it. And unlike scrolls, it doesn’t require Use Magic
Device to activate if you aren’t a Wizard. This may be the only way to get early
polymorph spells on your BSF where they would have a more useful effect.
Most Wizards should avoid this, but clever strategy may justify the desire to
have cheaper potions.

Craft Construct: The existence of the feat “Golem Constructor” makes this a bad
deal for you unless you were already taking the Craft Arms and Armor feat and
the Craft Wondrous Item feats. If you are already taking those other two feats,
this is a better deal all around. Constructs are powerful, and may help your
party immensely. I personally haven’t bothered with them, but there are a lot
of spells that modify constructs and I can guess that a build centered around
them could be pretty effective.

Craft Magic Arms and Armor: This is an “Ima team player” feat, because you
get the least benefit out of this than probably anyone else in your party. You
can still get some benefit out of it though as will be discussed in the Weapon
and Armor slot discussion in the equipment section of this guide.

Craft Rod: This feat is more powerful than you’d think thanks to the Item
Creation rules. All of these have the prerequisite of having the Metamagic
Feat to create them, however the rules state that the only consequence of
not having a prerequisite is that the Spellcraft DC for creating the magic item
increases by 5, and rods are not a Spell Completion or Spell Trigger item
by the rules. This essentially means that this feat grants you access to all
other metamagic feats if you create the rod. So all those metamagic feats
I mentioned above that are better off NOT increasing the spell level of your
spell? Well grab this feat and craft away to gain access to them.

Craft Staff: Staves are good to have around as contingencies, but you also have
scrolls for that. Staves do have a couple of advantages over scrolls though.
For one they always cast spells at your level, scrolls need an archetype or a
prestige class to accomplish that. They are also permanent(ish) friends that
you can constantly recharge and replenish your money’s worth out of them.
Essentially staves are extra spell slots for the day, and comparing them to
similar items like the pearls of power, they’re actually pretty cheap (except
that pearls of power can replenish any slot while Staves have to be whatever
spell you put into them.) The drawback of taking this as an Item Creation feat
though is that you’ll probably craft three, maybe four staves in your entire
career. While they’re extremely helpful, you might want to ask if that was
worth the feat if you even have a chance that you could just go and purchase
a staff instead. A feat for extra spell slots though is actually totally worth it
compared to other feats.
Craft Wand: This is green only for the idea of using it with your Familiar. For
you, they’re only an okay deal. If you plan on using wands with your familiar
though you may want this, especially if the familiar is going to be using that
wand every battle. Cutting the price in half in that instance would be saving
you a hordes worth of money in the long run.

Craft Wondrous Item: Wondrous items are overpriced as-is, and the ability to
craft them at half price could easily make you money. Besides that this is the
most diverse and versatile crafting feat, getting you anything from pearls of
power to handy haversacks. And since most of these items aren’t spell trigger
or spell completion items, you only have to take an increase to crafting DC if
you don’t have the prerequisites.

Forge Ring: My only beef with rings is that you can only have two of them.
Once you get those slots filled with what you want, you’re set. If you have
any opportunity at all to just buy the rings then don’t bother with this feat.
Stacking effects on rings could make them a little more valuable, but Craft
Wondrous Item or other Item Creation feats give you much more value.

Inscribe Magical Tattoo: (ISM) Unless your DM has a habit of having sleazy
magic tattoo shops on every corner ready to weave lead and mercury into your
skin, you may just need this feat to get magic tattoos. Are they worth a feat?
Yes. Very yes. ESPECIALLY if your DM is letting you use the crafting rules to
inscribe whatever you want. Essentially these nearly double your item slots.

Scribe Scroll: Not much point in rating this since you get it anyway and I
haven’t found any ACF that lets you trade it off unless you’re using 3.5
material. You should be using it though. You won’t always be able to predict
every situation so having a bag full of scrolls could have you prepared for
anything.

General Feats:
Acrobatic: +2 to fly won’t help you THAT much, and as mentioned in the skill
section the DCs in the best part of the Acrobatics Skill become just too hard for
you to invest in to improve.

Additional Traits: (APG) Actually not bad if your DM didn’t give you that many
traits to begin with. Two traits is equal to a feat if you pick the right traits.
Totally worth it if your DM lets you take this and didn’t give you any traits,
because some traits like Magical Lineage don’t have any real Feat equivalent.

Alertness: Obviously you should only bother with this if you didn’t pick Familiar,
but since Perception is the most used skill in the game and it’s not a class skill
for you, it’s not a horrible feat to pick up.

Uncanny Alertness: (UM) Huh, this feels really fluffy and flavorless. Not really a
great benefit for a feat, and completely worthless if you’re an Elf.

Amateur Gunslinger: (UC) Guns aren’t terrible for a Wizard to carry around
since they’re touch attacks, but this feat is the beginning of an investment that
just won’t pan out that great for you in the end.
Arcane Blast: (APG) Sacrifice a spell slot for a really crappy single target blast.
Bleh.

Arcane Shield: (APG) This is a little better since it's an immediate action. It
won't stack with your ring of protection though.

Arcane Strike: Add a little extra damage to your attack action. You’re better off
casting a low level spell in most cases with that action.

Armor Proficiency (Any): There are a lot of tricks to get some armor on your
Wizard, but the best ones exploit items with no armor check penalties like
Mithril Bucklers and Armored Kilts. Spending your feats on it is a bad deal,
especially considering the dubious effectiveness of doing it even when it costs
no feats.

Athletic: I’m skipping most of these add-to-skills feats, but I wanted to put this
here just to laugh a little bit at any poor sucker who thought this might be a
good idea at all.

Breadth of Experience: (APG) This is actually a good value for a feat for the
number of skill points it actually grants you, but with your high intelligence
do you need it? Let’s analyze! Mmk, so the DC for identifying a monster is 10
+ their CR. With a +5 starting modifier to your intelligence and the class skill
bonus, your total first level bonus is going to be +9 in any knowledge skill you
have a point in. That means you have about a 10% chance of NOT identifying
a monster with equal CR to you, and stays that way as long as you max that
knowledge skill as you level up. The extra +2 from this basically guarantees
that you can identify abilities and weaknesses of any monster equal to your
CR. As you level up however you’re going to want that +6 INT headband,
and that +10 eventual bonus from tomes and level up bonuses. So at level
20 your maxed out knowledge skill would be +36, making you guaranteed to
identify any monster up to CR 26, which is possibly above the relevancy point.
So while “breadth of experience” sounds like a cool thing to have for flavor
purposes if nothing else, mechanically it’s probably not going to be worth it to
you in the long run, unless you don’t plan on maxing any knowledge skills.

Combat Casting: Avoid melee range. If you can’t do that, then you’ll probably
want this feat. Even without melee range there are circumstances that you
may be glad that you had this.

Uncanny Concentration: (UM) Probably not necessary, but if your DM is a total


jerk that shakes you around like an unwanted baby, you might consider it.

Combat Expertise: Unlike your BSF, you qualify for this in your sleep. It’s a
waste though because you have to actually make an attack for it to work,
and your BAB does not progress to a point that the AC bonus becomes worth
anything.

Swift Aid: (APG) This is the only reason you might even maybe consider Combat
Expertise. You will indeed have better things to do with your swift actions, but
most of them use spell slots. Aiding another with that swift action isn’t a bad
plan even if it’s a really minor buff - it’s better than doing nothing with that
swift action. Half red because it’s not worth two feats.

Cooperative Crafting: (APG) Helps increase the number of magic items you can
create in a day and increases your odds of creating items you don’t have the
prerequisites for, but it’s really not worth an extra feat to improve something
you’ve already spent feats on most of the time. If you take leadership and a
Cohort though it IS something you can take together and not waste your ally’s
feats.

Cosmopolitan: (APG) Additional traits is better since you can accomplish


some of the same things by taking similar traits, but this is a way to make
Perception and maybe Sense Motive into class skills for a total of +6 skill
points gained from this feat. Add in the 2 languages and this is basically
equivalent to the other add-to-skills feats as far as value goes.

Destructive Dispel: (UC) I actually really like this. Sickening Spell is normally
a +2 metamagic and requires you to actually deal damage. This lets you
apply sickened with NO saving throw WHILE disabling their magic items in the
meantime. The text says “an opponent” but it says that it works with Greater
Dispel magic, which suggests that Greater Dispel magic has become an AOE
stun spell through this feat as well since it provides no provision for when there
are multiple targets.

Detect Expertise: (UM) Not bad. If your knowledge skills can’t give you the
same information, it’s something that you might want to learn about. The
fact that you have to cast the detect spell on them though means that you’re
usually wasting a standard action on them in combat since it isn’t terribly
common that you have the opportunity to meet your opponent before they
are hostile, at least not on an occasion that casting a detection spell on them
might tip them off and make them hostile.

Dimensional Agility: (UC) Ask your DM if this works with Shift, the Conjuration
(Teleportation) subschool power. If it does, then that movement becomes
extraordinarily versatile. If it doesn’t, it’s still okay, since it means you can use
Dimension Door and still make your move and swift actions, but probably not
worth a feat.

Dispel Synergy: (UC) Don’t take this unless you’re also planning on taking
Destructive Dispel. With those two combined, if the target has an ongoing spell
effect on them, they would take a -4 to all their saves on their next turn. By
itself the occasion to use it is probably too rare to consider it.

Dodge: Not awful early on. Later on it’s a waste of a feat.

Elemental Focus/ Greater Elemental Focus: (APG) I’d like this a heck of a
lot more if it said “spells with that element in its descriptor” and not “actually
deals the damage”, cutting out the possibility of using Admixture to circumvent
its weakness. This makes this feat limited in its effect since some creatures will
just be immune to your damage.

Eschew Materials: If your DM is anal retentive and wants you to be obsessive


over every little spell component, then this is probably worth taking. Otherwise
just assume you’re gathering materials and have an item in your inventory
called “Component Pouch.” However there are circumstances when this
might be useful. If you’ve lost your spell pouch for instance. There are some
polymorph spells that your DM might say that you can’t cast spells in because
your component pouch is phased into your body as well. Mostly, you won’t
need this as long as your DM isn’t a jerk.
Evolved Familiar: (UM) Completely inferior to Improved Familiar, but if you are
thinking of using your familiar to deliver touch spells, that evolution can give
your familiar Reach, more skills, or some other fun tricks. The most restrictive
part of this feat is the 13 CHA requirement, locking it away from most Wizards.

Exotic Weapon Proficiency: Nets and Guns are touch attacks meaning you
could get some benefit out of them. Spending a feat on them though is
contradicting your role, I think. There are a lot of net feats that follow exotic
weapon proficiency, and again, I don’t think you should be focusing on those
things.

Expanded Arcana: (APG) Just spend the money to get more spells. Feats are
too precious for this. If you really want a lot more free spells be a human and
take the favored class bonus.

Fleet: Not a bad idea, but later on it’s useless when you can be doing things like
Overland Flight, which increase your movement by 10 and add a movement
mode.

Great Fortitude: Fortitude is one of your weaknesses, and this does a little to
help circumvent that weakness.

Improved Great Fortitude: “Once per day” makes it okay. Rerolling any roll
adds on average a +2.5 to the check. Could save your life, probably not worth
the extra feat.

Improved Counterspell: In general, counterspelling is a bad idea. Holding your


actions to force the enemy to not take actions is a waste of your actions.

Parry Spell: (APG) Just as counterspelling is a bad option, parry spell is a bad
option. If you picked the counterspell subschool, you can cast spell turning as
an immediate action without having to prepare for it in advance like normal
and in that circumstance this isn't the worst thing ever. Generally though you
should probably avoid this feat.

Improved Familiar: Improved Familiar is amazing. See the Arcane Bond section
of this guide for more info.

Improved Initiative: Going first is extremely important as a Wizard. Take any


initiative bonus you can get.

Improved Share Spells: (APG) This is a pretty cool idea. When you cast a spell
you on yourself you can share it between you and your familiar by halving the
duration of the spell. What makes it extremely limited in use is that as soon
as your familiar walks away, he loses the benefit. This cuts out a lot of the
ideas I immediately had for this spell, like casting Shapechange on both of you
and double teaming the enemy as two dragons. I’m sure there’s something
cheezy you can do with this though that I’m not thinking of. Burning Gaze
on both of you and doubling up the damage comes to mind (Maybe even a
Dazing Burning Gaze - but that’d target Fortitude.) I’m going to leave this as
a “Maybe” because I could see it having something awesome about it that I
don’t know about yet.

Iron Will: Not a major weakness for Wizards, but if you have room for this feat
it isn’t a terrible pick.

Improved Iron Will: In most cases you won’t need this.


Iron Hide: Have to be half-orc, but this will stack with other Natural Armor. But,
in the long run a mere +1 to Ac is probably not worth a feat.

Leadership: If your DM allows this, the Cohort will do wonders for your ability to
craft magic items. In fact, your Cohort and minions should take all the crafting
feats instead of you. There are also of course a lot of other creative uses for
this. If you take this at exactly level 7, and you don’t have any major penalties
to your Leadership Score, you can get the maximum level of cohort you can
normally have. Since you probably dumped Charisma, you can still pull this off
by obtaining one of the other modifiers (A base of operations being the most
useful and easiest one.) You don’t really need a high Charisma to get a good
Cohort, but you will be missing out on the little people.

Lightning Reflexes: You may want this to help circumvent the Wizard’s
weakness in Reflex. Resist Energy spells can have similar helps, but making
the saving throw AND having the proper resist energy usually means you take
little to no damage. Also, if your DM starts abusing Dazing Spell, you’ll most
definitely want this.

Improved Lightning Reflexes: Like improved great fortitude, this is an okay


benefit which could save your life.

Magical Aptitude: Putting this here to point out that your Familiar gets your skill
Ranks but not necessarily benefits from feats like these. Thus you’re only using
half of this feat. It’s not completely worthless, but it’s certainly low value for
you.

Minor Spell Expertise: (APG) I guess this is a sort of “Sorry for not converting
the Archmage Prestige Class” feat. And then they made the save DC be
Charisma based just so they can say “Psyche!” and then laugh at us. There are
some first level spells that you don’t need to worry about the save DCs though
(like Enlarge Person), and this feat effectively gives you two more castings in a
day. But this is worth 2000 gold if you’re using pearls of power to accomplish
the same thing, which I think in most cases is the better route to take.

Major Spell Expertise: (APG) Second verse, same as the first. However you
can pick a 5th level spell this time, making it more worth considering since two
5th level pearls of power is worth 50,000 gold full priced. Except you have to
be level 17 to take this feat, and you have to take minor spell expertise as a
prerequisite. I think you should just take the Craft Wondrous Item feat and get
½ priced pearls of power.

Mounted Combat: When you’re sporting your fine Phantom Steed you may want
this feat to avoid losing your legs.

Nimble Moves: Because of the propensity of spells that let you create difficult
terrain, you may consider this feat since 5-foot stepping is the preferred way
to avoid making concentration checks when casting.

Acrobatic Steps: Spending two feats on this is probably unnecessary.

Light Step: (APG) Good flavor, but not worth three feats. Another way to
accomplish this is to fly.

Preferred Spell: (APG) One of three ways to spontaneously cast as a Wizard.


This is better than Greater Spell Specialization because casting metamagic
does not increase the casting time. It's worse because it's inorganic. Even
though you can pick this up at level 5, you may just want to wait until you get
to a spell you're more permanently satisfied with casting all the time. One of
the greatest things about this feat over Greater Spell Specialization is that you
can take it multiple times, making it a great pick for those spells you never
seem to have enough of (And now you don’t have to memorize them at all.)
Using Admixture you could use this feat to make Fireball (Or other favorite
preferred elemental spell) usable with Rime Spell.
This is also a great feat for making that one-trick pony Enervation Wizard.

Sharp Senses: (APG) +2 skill points for a feat is a really bad deal.

Skill Focus: A decent bonus to whatever skill you want to put this into. Your
role isn’t really to be using skills besides Spellcraft and Knowledge checks, and
you’re going to be awesome with those without this. You may consider this if
you’re having difficulty crafting items you don’t have the prereqs for, and it’s a
better deal than Magical Aptitude.

Eldritch Heritage: The biggest problem with this feat is that it requires a lot of
Charisma. CHA 13 isn’t too hard to accomplish though and there are a couple
of first level tricks you might consider.

Improved Eldritch Heritage: 15 Charisma starts to be too expensive for this to


be worth it. You basically get nothing out of a Charisma that high besides this
feat. Is it worth it?

Greater Eldritch Heritage: 17 Charisma really hurts. But some of the 15th
level sorcerer powers are just plain amazing. I bring this up any time the
opportunity to take Sorcerer Abilities comes up, but one example of a good
power is the Abyssal Added Summons ability. This would trigger Superior
Summoning on Summon Monster IX, letting you summon 3 max level
monsters with that spell. Combine that with Spell Perfection and you have 4.
That’s a pretty good trick. Is it worth the expense though? I really can’t say,
I’ll probably never get to try it.

Spell Focus: While it’s pretty easy anymore to lower enemy’s ability to make
saving throw, it’s difficult to raise your DCs. This is helpful to almost any school
you can put it in, but it’s especially helpful for Conjuration or Evocation, the
latter specifically if your exploiting metamagic. It’s also a prerequisite for some
other great feats.

Greater Spell Focus: Not a bad pick, but it doesn’t lead to anything else, and
it’s otherwise a minor buff.

Augment Summoning: Make your Summons take more damage and put out
more damage. This is a great benefit and you should definitely consider picking
it up if you’re summoning at all.

Diviner’s Delving: (APG) Makes your divinations work better. If you’re


specializing in divination this might have been worth picking up. I like that
things like Detect Thoughts come to you a round sooner, that can be helpful
when it comes up. The requirement for Spell Focus Divination seems a little too
high to recommend though.

Skeleton Summoner: (UM) Add two skeletons to your summon monster list,
and have the ability to add the skeleton template to monsters you can add
it to. This increases the defenses of your summons, but not so much the
offenses. In some cases it could lower the summon’s HP, so pay attention to
that. It does make it immune to mind-affecting spells too so an enchanter
trying to use “Control Summons” is thwarted by this feat. Applying the skeletal
template is only once per day though, and I’m not sure the other two skeletons
it permanently adds to your list are heads and shoulders better than the other
options on the list.

Spell Specialization: (UM) This is green solely for how organic it is. +2 to
level dependent effects is best for blast spells since it's most potent in those
situations (+2 to a spell like Grease adds a whopping 2 minutes to the spell -
not worth it.) The thing that makes this feat worth it is the Greater Version.
The ability to change your specialized spell on every even level makes that feat
more solid.

Greater Spell Specialization: (UM) This is one of two options for spontaneously
casting a spell for the Wizard. What makes this one better than Preferred Spell
is that it's organic thanks to being attached to Spell Specialization, meaning
you can switch your spontaneously cast spell as you level up. What makes
it worse is that casting metamagic with your specialized spell increases the
casting time. Not a problem for the Conjurer who's spending his swift actions
to move, but definitely a bummer. You also have to wait 4 more levels before
you can get it.

Superior Summoning: (UM) You have to summon creatures that are a level
lower, but +1 monster = +1 meat bag = +1 square of battlefield control. It
also means +1 Vrock to use with their dance of ruin. Pick this up if you’re
summoning.

Tenacious Transmutation: Makes your transmutations harder to dispel.


Pretty circumstantial and most likely not useful for combat in a lot of those
circumstances.

Undead Master: This one is interesting. Control an extra 16 HD of creatures with


animate dead. Doubling the duration of Command Undead is nice since the
spell is originally days per level. This is basically superior to Spell Specialization
for Animate Dead. Don’t forget the Material Cost though. That extra 16 HD of
creatures costs you 400 gold. The command undead portion of this is definitely
better for earlier levels in campaign dungeons where you’re taking a rest often.

Spell Mastery: We’re all afraid of our spellbooks being destroyed or stolen, but
this isn’t the best solution for avoiding the effects of that. It’s a terrible deal,
especially since you could argue that Greater Spell Specialization or Preferred
Spell gives the benefits along with spontaneous casting. Spend the extra
money to make a copy of your spellbook and keep it in a safe place instead.

Spell Penetration: You will probably need this at some point in your career.
Even if you’re focused on battlefield control or summons that otherwise don’t
have a problem with spell resistance, the time will come when you’ll have to
overcome it.

Greater Spell Penetration: Even if you’re an Elf, you may consider this if you
find you can’t avoid using spells that avoid spell resistance. Because only 40%
of the bestiary has Spell Resistance starting at level 10, you probably don’t
need to pick this up until after level 15 when spell resistance will be on the
majority of the monsters you may be encountering.
Spell Perfection: Pick a spell and add free metamagic to it whenever you cast it.
This is a great deal like a super versatile rod. The only downside to it is it can
only be one spell, and it doesn't let you do things like Quickened Time Stop.
It's a great thing to tack on to your Preferred Spell though, leaving your higher
level slots open for casting other things. The goodness doesn't stop there; this
also doubles the effects of other feats like Spell Focus when casting this spell.
If you're making a Save or Die build, then pick your favorite SoD spell and
get a +2 to your intrinsic DC thanks to the focuses you already have stacked
on it. This should almost always be your level 15 or level 17 feat. Don’t
underestimate that last part, I’m thinking about taking spell Perfection on
Summon Monster IX, doubling Augment Summoning and Superior Summons.
That is certainly worth a feat even if I won’t be able to apply metamagic.

Theurgy: (UM) Mystic Theurge basically gets this anyway if this is something you
want to try doing.

Toughness: Basically the equivalent of +2 constitution for HP. This is a great


feat to pick up, especially if you’re looking for ways to buff your familiar’s HP.

Arcane Discoveries:
Arcane Discoveries are basically just feats that are exclusive to Wizards, hence
me putting this here instead of in the archetypes section

Arcane Builder: This one really depends on the DM or the campaign, but it's
hard spending feats on crafting feats in the first place, much less a second feat
which makes it faster. Unless you're some kind of scroll addict and have a ton
of money, I don't see this as worth it.

Fast Study: The key here is that it lets you memorize single slots in a single
minute. A minute is still a long time for combat casting, but it lets you take the
day as it comes a whole lot better. An extremely circumstantial spell like Blood
Biography isn’t something you’d wake up in the morning and memorize, but
since the spell already has a minute casting time, an extra minute to memorize
it isn’t so bad. That circumstance is probably a bad example though, since
you’d probably still have 15 minutes to memorize it too. Potentially this can
save you a lot of money on scrolls for those circumstantial non-combat spells,
you’d need a little bit faster than 15 minutes.

Feral Speech: This is worth a Hex to Witches, and coincidentally Hexes are also
feat equivalents. I like being able to talk to things you wouldn't normally be
able to talk to, it's fun. I'm just not sure your super-nerd Wizard who dumped
Charisma should be the one doing all the talking. Some spells like Speak with
Dead let you talk to things and it forces information out of them. This just lets
you converse, which doesn't always accomplish anything. I do like how it's
at-will though, and it would help that Wizard who's been putting a skill point
into Linguist every level have a more complete ability to speak with anyone or
anything. Now if you can just figure out a way to get speak with dead on your
spell list... (Oh wait, with this Improved Familiar, you can!... Sorta.)

Golem Constructor: This is kinda nice, I guess. It IS worth 3 feats, it seems.


I've never really looked into making Golems so I'm definitely not an expert on
whether this is worth it. If you do get this feat, build a lot of Golems with it to
make it worth it.
Immortality: There are a few advantages to taking this feat. One of them being
that if you abuse the Create Demi Plane spell you won’t age when you’re
crafting and whatnot in double time. Besides that it’s level 20 and you’re not
going to be facing much else, why not achieve immortality?

Multimorph: This one is kind of neat. It turns every polymorph spell into lesser
Shapechange. Emphasis on the Lesser though. The standard action to use this
feat makes it kind of suck in combat. Out of combat I'm sure there is a use for
it that I can't imagine though.

Opposition Research: Took Necromancy as your opposed school but want


to start casting Enervation without the penalties? Well look no further! And
actually you can grab this with any of the Elemental schools and basically
negate the drawback of specializing. The existence of this feat makes being a
Universalist that much worse.

Split Slot: When you're at levels where this feat might be useful, you probably
have enough spells per day to tide you over for most days. This feat is a bad
deal all around.

Staff-Like Wand: If your DM likes to give you Wizard spell wands as treasure
then this is probably better than otherwise, making this feat dependent on the
kind of campaign you’re playing in. The requirement of the Craft Staves feat
makes this hard to recommend in general though since it means you won’t get
any benefit out of this until level 11 when wands might be irrelevant for you.

True Name: This is dubiously powerful. This basically gives you a sort of
limited use bound pet. The pet has to be less than 12 HD though, so I'd pick
something with a lot of useful SLAs to keep it relevant for the next 9 levels
before the level cap. The feat says you can get a better monster if you pick it
at level 15, but that doesn't help you if you picked it at level 11. Also, most
DMs will totally exploit the implications of that last paragraph if you try to
abuse this. One thing I like and dislike about this feat is that it gives no time
frame on how quickly the bound creature arrives. Being that you speak the
name you could argue that they arrive within a round after you make that free
action. A more level-headed DM would probably make it take 10 minutes like
the Planar Binding spell though. With either arrival time, it might be a good
idea to get this just as a fall-back in a bad situation.
TRAITS
Traits are great, and give your characters a boost they probably don’t need. If
your DM is using them though, these are definitely ones you should think about.

Magic Traits:
Focused Mind/ Desperate Focus: +2 to concentration could help at lower
levels.

Magical Lineage: If you already have your spell perfection in mind, then get
this trait for that spell. This is powerful.

Dangerously Curious: Gives you Use Magic Device as a class skill. You’re still
probably dumping Charisma, but this one might be worth considering.

Diabolic Dabbler: Makes your fiendish summons have slightly more HP. Usually
they don’t need HP, but this isn’t terrible.

Gifted Adept: Raises a selected spell by one caster level. There aren’t a ton of
spells that get heads and shoulders better when you raise their level, but might
be worth popping on your spell perfection spell, or one of those spells that have
above level 20 progression.

Greater Adept of the Society: An extra 0 level spell slot. Not major, but nice.

Two-World Magic: Get a 0-level spell off of another class’ spell list. Create
water, detect poison, or Guidance come to mind.

Combat Traits:
Reactionary: More initiative means more win.

Deft Dodger: +1 reflex is decent.

Resilient: +1 fortitude is also good, and protects against some of the nastier
stuff that’ll be targeted against you.

Faith Traits:
Birthmark: Not as good as Latent Psion, but still a good trait and can be taken
even if you’re not human.

Indomitable Faith: +1 to your already impressive will, but if you’re dumping


Wisdom you may want to counteract that with this trait.

Loreseeker: +2 on spellcraft to identify items.

Social Traits
Child of the Streets: Gets you slight of hand as a class skill, which as an Elf
Wizard you could be pretty good at.

Suspicious: Gets you sense motive as a class skill.

Race Traits
Forlorn: +1 to fortitude if you’re an Elf.

Warrior of Old: An alternative +2 to initiative if you’re an Elf.

Elven Reflexes: Half-Elf’s warrior of old; +2 to initiative.

Latent Psion: If you’re human +2 to Mind-affecting spells might be better than


just a plain +1 to Will saves since many Will Saves are Mind-affecting.

Regional Traits:
Vagabond Child: Choose one of three skills as a class skill, I recommend
Escape Artist if you’re not a Conjurer.

Religion Traits:
Asmodean Demon Hunter: If you’re considering Planar Binding, you might
consider this trait.

Eyes and Ears of the City: Get perception as a class skill with a +1 to it.

Magic is Life: Get a +2 bonus against death spells, and always stabilize if
you’re brought under by a spell.
Arcane Bond

Item Bond Vs. Familiar


Your arcane bond is a very powerful class feature upon close analysis, and you
should really consider it a staple feature of your Wizard. Both options have a
chance of costing you a decent amount of money if you lose your arcane bond
for any reason, but the benefits generally outweigh those consequences.

Generally speaking though, the Familiar is the better choice. It brings to the
table something that Item Bond never can - extra actions every round in
combat. Besides that it doubles a lot of your skill rolls, basically letting you
retry knowledge checks, and it has a better perception than you since it’s a
class skill for them. Even if you keep your familiar in your jacket and never
pick up Improved Familiar, they can be a relatively powerful feat as well -
though I think if you’re using it for that reason only the Item Bond is a better
option. But, an additional argument in favor of Familiars is that if you lose your
familiar there is basically no consequence besides the monetary cost. If you
lose your item bond, your casting is completely gimped until you can get it
replaced, and that’s pretty harsh.

Item Bond is not something you should completely ignore as an option though,
even if I do recommend the Familiar as the superior choice. There are a few
circumstances in which Item Bond could be a better pick, which I will list here:

1. You are in a low wealth campaign. The Item Bond gives you a free item
that you also enjoy the crafting feats for. This not only saves you a feat, but it
saves you money on enchanting it with powerful buffs to yourself. In addition,
to get the most out of your Familiar it can be a real money sink; buying wands
and alchemy items for your familiar drains your wallet. The Item Bond only
saves you money, and not just through the enchantment aspect of it; the
spontaneous cast option will save you on crafting a lot of scrolls too.

2. You are picking a Prestige Class or you are Multiclassing. I really don’t
recommend Multiclassing at all, but if you’re going into a Prestige Class, the
Item Bond is really the way to go. It doesn’t seem to scale with your Wizard
Level at all, and actually, the only thing that does seem to scale is the cost of
replacing the Item Bond if you happen to lose it, making it actually cheaper to
replace the item bond if you lose it.

3. You don’t like micromanaging, and you’re less of a planner. This is


more of a preference reason, but I think it’s perfectly legitimate. Familiars add
a good level of accounting to your character planning to be effective. Some
people just don’t want to bother with that, and that’s fine. The Item Bond is
perfect for that kind of personality and playstyle, because not only is it simple
to keep track of, but it also gives you that opportunity to always have that
spell you need once a day. Or put differently, if you have ever failed to plan,
you can always fall back on that spontaneous cast.
All that said, Familiars are extremely powerful when handled right, and I still give
them the edge for the better option in most cases.

Item Bond
You have five options for your Item Bond, but which one is the best? The answer
is Ring, but I’ll talk about each of them individually.

Amulet: An Amulet is a decent choice for a Bonded Item since it can’t be


disarmed or as easily removed from your person. However, Craft Wondrous
item is one of the best Item Creation feats in general. For that reason the
Amulet isn’t the most optimal option since you may just pick up the crafting
feat and create a redundancy. Still, it’s a safer pick than the rest, and actually
the best option if you’re not going to be surpassing level 7.

Ring: The Ring is the most optimal choice for a couple of reasons. It can’t be
disarmed and it’s not easily removed from your person. Besides that, the Forge
Ring feat is one of the least optimal item creation feats to pick up. Taking this
as your Item Bond lets you skip that feat entirely but still enjoy some of the
great benefits of enchanting that Item slot.

Staff: It’s a long haul before you can start enchanting your staff, making it a
bad pick for lower levels. There’s an FAQ that states you can find a different
familiar if you want though because it isn’t stated anywhere that you can’t, so
I assume that you could take a different item bond and pick up staff at higher
levels for a fee. If you are at high levels, it’s also not an awful pick for your
Item Bond because Craft Staff is another item creation feat that you would
benefit from skipping entirely, and maybe it’s even higher value since Craft
Staff is basically a selfish feat anyway. The downside to the staff over ring
or amulet is that it can be disarmed and easily sundered, making it a more
vulnerable item bond.

Wand: Wands are kind of an expensive thing for you to be using, and I generally
recommend having your familiar use them instead. Taking it as your Item
Bond obviously restricts that option though. That said, there are spells that you
might be casting every combat that you may want to put on a Wand just to
fill your spell slots with something else. Haste is one that comes to mind - and
5 rounds of haste cast every combat is a good idea. If you go this route, the
Staff-like-Wand feat might be more useful to you. I just think it’s going to fall
off in usefulness as soon as you get to the higher levels (But nothing says you
can’t pay to switch it for a staff later.)

Weapon: A weapon is possibly the worst choice of the bunch. BUT, there are
enchantments that you can put on weapons that can help you. A dueling
enchantment doesn’t raise the effective enhancement bonus of the weapon at
all, and gives you a +4 to initiative. Spell Storing on a Gun or Bow could have
some creative uses. And that’s about all I’ve got.

Roles for your Familiar


If you chose Familiar, it’s important that you use them. Some people might argue
that a Familiar is best left in the Wizard’s jacket because when he leaves the
jacket the DM starts to notice him and may start targeting him. I say man up.
If you’re going to just keep your familiar in your Jacket, then you might as well
get Bonded Item, because at that point it’s probably better. If your familiar
dies, it costs you money, but at least you can say you got something awesome
out of your class feature.

Familiars can’t fulfill any role that a regular player character can, but they have
many that they can fulfill. Here are some that I recommend:

All Familiars
Alchemist: This can get a little expensive, but it’s an option you should consider
since these are really effective actions your Familiar can take and could mean
the difference in a battle. You’re definitely going to want to max out your
alchemy skill too, not only because the best alchemy items are DC 25, but also
because you’re going to want to get the ⅔ discount.
I recently did a thread talking about which familiars can drop Tanglefoot Bags
on enemies. If you have a Hawk, you can carry up to two at a time with the
massive strength of 6 that choice enjoys. Tanglefoot bags always entangle the
target and reduce their attack rolls, and they’re thrown at Touch AC, making it
a great thing for your familiar to do.
Alchemists Fire can be placed by your familiar to use with Pyrotechnics. Acid is
really cheap and is better than your familiar trying to attack (And it can help
you snuff out trolls a little faster.) Smokesticks can create battlefield control.
There are a lot of options here.

Caltrops Patrol: Outside of Alchemy your Familiar can easily drop items like
Caltrops around the battlefield making a one-square battlefield control.
Treantmonk specifically recommends in one comment on his thread that you
have your familiar drop caltrops between you and the enemy Barbarian making
it difficult for him to charge you because you’ve broken his straight line. One
advantage of Caltrops over Alchemy is that you can pick them up afterward.
Plus they’re super cheap (Though a bit heavy for your noodle armed Wizard
to be carrying too many of them before a Handy Haversack, so have your BSF
carry them for you.)

Self Spell Exploitation: Burning Gaze, Touch Injection, Cloak of Dreams, there
are a lot of spells that aren’t very good on you, but could be wonderful on your
Familiar, especially if you’re boosting them with Metamagic.

Encyclopedia: Since your familiar shares your skills he acts as a second chance
(with a lower roll) on any knowledge check. Nice!

Aid Another: Thanks to them sharing your skill ranks, they can add +2 to
any skill. Whenever possible it’s probably better that you have them make
a second roll instead - like with Perception. However many skills, like with
Crafting, a second roll isn’t possible, making this an excellent option.

Scout/ Errand Runner: This is probably the most thought of use for a Familiar,
so I don’t really need to go on about it.

Touch Spell Delivery: If you use the below option this is a little better. It’s
pretty risky though since your familiar only has half your HP and can get
expensive to replace.

Flanking Buddy: It is indeed possible for you to use your Familiar for this
role, and not just with Improved Familiar thanks to Transmutation or a Small
Familiar. It’s actually a reason to cast Battlemind Link on your familiar and
your BSF instead of on your self and some other buddy. Generally speaking
this isn’t a role you want your familiar to fulfil without Transmutation spells
buffing it out, and even then it’s precarious. The advantage your familiar has
over a summoned monster is that it can share any “personal” spell with you,
giving it some options to shine with, like the aforementioned Battlemind Link.

Improved Familiar Only


Magic Device User: This is an extremely potent way to use to use your
Familiar, and I’ll be considering Charisma Bonuses to UMD when looking
at the Improved Familiars. You can get this a little early if you use the
Anthropomorphic Animal Spell. Like learning Craft: Alchemy, you should
consider maxing UMD for this reason alone.

Spell Like Abilities: There are some incredible spells on some of these familiar’s
lists that should be considered.

Commune: Many improved familiars are servants of their respective alignment


deities, and they come with the ability to commune with those deities once a
week. Unlike the Wizard’s Contact Other Plane spell these questions have to
be answered correctly, if the Deity knows the answer. Depending on your DM
this could be powerful or the Deities of his world could be completely Naive
to anything going on. I personally like the idea, but I do tend to prefer asking
questions to NPCs in the actual situation.

Base Familiars
I am right now avoiding going over ALL the Familiars, since they aren’t all good
choices. Instead these are the main ones I recommend.

Hawk/ Owl: As far as dropping things around the battlefield goes, this is the
superior option for doing that as a flier because of its high 6 strength. It also
has a lightning fast 60’ movement. One is better as a scout in daylight, and the
other is better at night.

Raven/Thrush: The thrush is a step below the Raven because it has one less
strength, but these choices are popular for their ability to speak at first level.
This allows you to take advantage of their Knowledge check earlier, and it
makes it possible for them to deliver messages and scout better. Not so good
for dropping things on the field.

Bat: The skill bonus is more usable than the other fliers, but it’s an inferior choice
otherwise.

Fox: Gives a nice Reflex bonus and has a great strength for Caltrops or Alchemy.
Your DM might argue against the Fox’s ability to make touch attacks with
thrown alchemy items, and might also argue about where the Fox carries
things, but as far as RAW is concerned I say it should be able to do it.

Donkey Rat: Can be used as a Flanking Buddy and also provides a nice bonus to
your fortitude. Has a good enough strength to drop things too.

Goat/ Pig: A poor options as flanking buddies, mostly because the Donkey Rat
enjoys one more AC and actually gives you a bonus you care about.

Hedgehog/ Rat/ Weasel: These three only serve the purpose of giving you a
bonus to your saving throws.
Compsognathus: Has an excellent 8 strength and 40 movement making it a
great alchemist, and it can even get in there to deliver touch attacks - though
it’s not defended as much as other options. It also gives you an amazing +4 to
intitiative, which is up there with the Greensting Scorpion as the best bonus a
Familiar can grant its master. It’s kind of a jack of all trades, though I wouldn’t
necessarily use it for Touch Attacks with its slightly lower 15 AC.

Centipede: 17 armor and a 40 movement rate makes this one to consider for
delivering touch attacks. Also has stealth and darkvision, making it easier to
sneak up on opponents to deliver them.

Rhamphorhynchus: Sort of a jack-of-all-trades option for your Familiar. Gives


a +2 initiative that while it’s not as good as the Compsognathus and the
Scorpion, it’s a flier with the same strength as the Owl or Hawk, though not as
fast.

Greensting Scorpion: 30 movement and 18 armor makes this a great pick for
delivering touch attacks. It’s not as fast as the Centipede but has the same
stealth options and darkvision. What really makes this option shine is the +4 to
initiative it grants you.

Turtle: +1 Natural Armor is very minor, but it’s fun to note that this one
potentially has the same armor as the Greensting Scorpion when it’s in its
shell, so it’s a little more protected when you’re delivering touch attacks with
it. A shame it’s a turtle and can’t move in there very fast.

Monkey: This one seems good because it has hands, but its low strength
restricts a lot of what it could be doing with them.

Toad: +3 hp is decent at first level, but the familiar has very little else to offer.

Improved Familiars
Generally speaking it’s better to just grab Improved Familiar once you get to level
7 because you get your familiar for free that way. However if you want the
benefits of an Improved Familiar early you might consider taking the expense
of dismissing your familiar later and just grab the feat at level 3. With that in
mind I’m going to rate these for the 2 levels they cover up until level 7, where
I am going to rate them as permanent familiars.
Also, keep in mind that just because a base familiar is Blue it doesn’t mean that
it’s better than an Improved Familiar. The +4 initiative some of the familiars
grant is hard to give up, so I’d consider that before picking an orange or
red option, but the green and blue improved familiar options at level 7 are
definitely worth it.

Level 3 options:

Celestial X: It says specifically “Celestial Hawk” on the OGC, but it has the note
that you can get a celestial version of whatever familiar you’ve got. Smite Evil
adds damage equal to your character level, but base Familiars have very little
in the way of Charisma. I’m pretty sure you don’t subtract charisma however,
so you might consider this on your Flanking Buddy if he’s actually attacking
and not just delivering touch attacks. The Damage Reduction at level 5 is nice,
but at that point you can swap out for a different better familiar.
Dire Rat: I almost would rather stick with a Donkey Rat, or a Celestial Donkey
Rat than bother spending a feat to get this guy. He’s an improvement, but not
by much.

Entropic Monkey/ Resolute Owl: Same as Celestial, except in most campaigns


Smite Law/Smite Chaos isn’t going to be as useful. Interestingly the OGC
doesn’t list these as a “pick an animal” option.

Fiendish X: Unless you’re playing an Evil campaign, Celestial is better than


Fiendish.

Severed Head: Ew... I think it’s funny that this one is available to any
alignment. It can fly and has an 11 strength, and it’s undead, but like all of the
level 3 options it’s not a huge step up from your base familiar. Ask your DM if
you can add a variant or two to it.

Level 5 options:

Carbuncle: I click the link for this thinking “Final Fantasy” and then laugh when
I see the picture they have on the OGC. As a Familiar, this is pretty sub-par. It
is cool that it has Dimensional Door, but it’s a Standard Action, so it won’t help
you that much. Besides that it has only 20’ movement, though it has tongues,
it’s a poor choice.

Elemental (Air): 100ft flight (!). Whirlwind is neat, and you get more rounds
with it as you level up. It also sounds like you can use Whirlwind defensively
too. This is probably not worth losing the Initiative bonus of a base familiar,
but this makes a great flanking buddy and can really put the speed on
delivering touch attacks and dropping Alchemy.

Elemental (Cold Iron): This guy is a little slow, but with a 16 strength and
17 armor he makes a decent enough flanking buddy for the level. Also has
tremorsense for invisibility detection and can burrow.

Elemental (Earth): Basically the same thing as the Cold Iron, except he has
less strength, doesn’t strike with Cold Iron, and he gets Earth Glide which is a
more useful overall movement mode, and can be good for getting him out of a
bad situation.

Elemental (Fire): Doesn’t have any extra movement modes, but 50 feet is
pretty fast. Probably can’t be an alchemist since, you know, fire. Burn could be
a cool addition if the DC wasn’t so darn low. I think the other elementals are
more worth considering.

Elemental (Ice): Mixes Earth and water. This has a relatively fast swim
speed and its burrow only works in ice. All of its movement modes are too
circumstantial to consider for a normal choice.

Elemental (Magma): The Earth and Fire elementals mixed. Says in the
description that the heat is internal, so it probably could drop things around
for you. This is also the only elemental with an SLA - it can create difficult
terrain in a square that also deals damage. It gets burn and Earth Glide too,
and overall is probably a better option than the Earth or Cold Iron elementals.
Deals a lot less damage though.
Elemental (Mud): Also really slow like all the other earth elemental mixes, but
this one has an even slower Burrow speed. Looks to me to be an inferior choice
all around (Though entrap might be good in a lake.)

Elemental (Water): Slow on land, fast on water appropriately. Consider this


over Air in an aquatic campaign. In land based campaigns, it’s not worth
considering.

Sprite: Has a good flying speed with perfect maneuverability. Awful strength
though. Damage reduction and AC make this a good pick for delivering touch
attacks. More importantly this seems to be one of the earliest picks for Use
Magic Device, making it well worth considering. Its diminuative nature might
make it impossible to actually handle such devices though, but that doesn’t
preclude it from casting it from your person. Detect Evil and Detect Good could
be useful. The other SLAs have too low DCs to consider.

Stirge: I had a DM that made me hate these things. Draining foes sounds good
since there’s no saving throw, but it’s a great way to get your familiar killed
with how it lowers its AC and ticks off the host. I’d avoid this one. Stirges are
better in groups anyway.

Zoog: This walking flashlight offers little more than a base familiar and you
don’t get to enjoy things like Improved Initiative. If it did a little more damage
than just one it might be worth considering because of the ghost touch, but it
doesn’t.

Level 7 options

Inevitable, Arbiter: He’s got hands and can speak, so theoretically this guy
can use magic devices. Can fly, but not very good maneuverability. Has a
crummy blast SLA, and the other SLAs aren’t very exciting either, except for
maybe Commune, but other better familiars have this skill too. One thing he
does have is Flyby attack, meaning he can drop alchemy and get out of there.
Kind of a nice, and so far unique feature. Also has Regeneration (Chaos) which
means you’re probably never going to have to worry about him dying, meaning
you can take more risks with him. This alone pushes him into green.

Kyton, Auger: Has good defenses with 5/good or silver DR and 17 AC. Also
regenerates and is immune to cold. Flies at 50’ with perfect maneuverability.
May make a good bad touch Familiar, and seems to be a great scout with his
constant deathwatch, but the other SLAs and lack of hands and small size
make him good for little else. Also has commune.

Brownie: Like the most Improved Familiars, he has DR, but this time the
weakness is the less common Cold Iron. Mirror Image and Dimension Door
makes him a good candidate for a touch familiar, but his low speed kind of
restricts that. He does speak a few good languages and could use magic
devices. Overall a decent pick.

Cacodemon: Another floating orb guy like the Auger. He smiles though so he’s
good for being the party face. Besides that he’s basically better than the Auger
with superior defenses and energy resistance, and even includes fast healing.
Also has some languages that people speak as well as Telepathy. The addition
of Invisibility to his otherwise unexciting SLAs make him a great pick for a
touch familiar or a Scout. You might be able to use him as an Alchemist too if
you think he can carry things in his teeth. He can even Commune. Too bad
he’s an orb and can’t polymorph into anything that can UMD, because he has
a slightly higher than normal Charisma. His Soul Lock has some implications if
you’re dealing with lower planes, so keep that in mind.

Angel, Cassisian: This flying helmet is a real team player. It’s faster than the
other floating orbs so far discussed and has the same Darkvision and detection
additions making it a great scout. It doesn’t have as good of armor as the
other orbs, usually, but if the creature is evil it gets a +2 that almost evens it
out. That Aura can be extended to benefit an adjacent ally, which precludes
it from being a flanking buddy as well, but it’s worth noting that the small
size allows it to do that too. It lacks the strength to carry too many alchemy
items, but its small size helps it carry most things. The Aid SLA is a nice 1/day
benefit. Also it can change shape into a small human-like angel, letting it use
magic devices. It also has the ability to contact a good Deity for answers to
questions. Overall seems to be a great versatile pick.
Qlippoth, Cythnigot: Has Commune, and Soften Earth and Mud is cool, but
Warp Wood’s DC is going to be too low to use on ranged weapons or anything
like that. Other extraordinary abilities have the same fault - the DC makes
them not worth using. There are better picks than this guy.

Div, Doru: This guy has a much higher than normal defense with a 10/Cold Iron
DR and 18 AC. Invisibility and Minor Image are good SLAs, and he has good
detection abilities for scouting. The invisibility at will making him a superior
pick for a touch familiar. He’s a little slower than the other orbs, but a decent
pick. I’d like this a lot more if it was Small sized so it could be a flanking
buddy without Transmutation, but with such high defenses it’s still a great
pick to get in there with cloak of dreams or some other highly effective close
range spell that would otherwise put your familiar in an unacceptable position.
Also has commune.

Dragon, Faerie: 60’ perfect flight and greater invisibility make him similar to
the Doru as a touch familiar. Grease and Silent Image are good SLAs, and
he has some nice cantrips to cast on top of that (meaning you don’t have
to memorize them yourself.) Makes a great UMD familiar because his 16
Charisma. Note that you could even skip UMD since he casts as a Sorcerer, so
he can use your Wizard spell trigger items pretty much the same way you can
without the skill. Not as good at scouting as a Doru is because of the lack of
other detection abilities.

Archon, Harbinger: The Cassisian is better, except when it comes to dealing


damage with melee attacks or SLAs. The damage is minor though, and this
guy isn’t even small. He also gets Cure Light Wounds 3 times a day, but so
can the Cassisian if you put a wand in its hand. The saving power that keeps
this guy from falling into the red is his ability to plop protection from evil on
your allies 3 times a day, though the Cassisian has a similar power through its
aura. He also enjoys a lawful good commune.

Homunculus: Not really a fan of this one. It’s not awful because you can at
least put a wand or a scroll in its hand, and it enjoys construct traits. Besides
instant feedback on scouting it doesn’t offer any SLAs and other options have
invisibility making being a scout much better.

Imp: Near perfection. Perfect flight, at will invisibility, good detection abilities,
ability to use magic devices, awesome strength for carrying things, fast
healing... If you’re evil, or at least Lawful Neutral, this is one of the best
picks. You can even have him ask the devil 6 questions every week. It could
use a few more SLAs to be absolutely perfect though.
Azata, Lyrakien: This option has probably the best stats out of all the
Improved Familiars with a 20 Charisma for UMD, 17 Wisdom for Perception
(Which is a class skill btw), and 19 Dexterity for... I dunno, but it’s high! The
Charisma makes her the best UMD familiar available. She also is very fast
with 80’ perfect flight, which puts her in third place for fastest familiar, and
she has constant Freedom of Movement so nothing will stop her. She has
truespeech, so she works as a universal translator. Silent Image is a great
SLA and she packs a few decent cantrips so you don’t have to memorize
them. Finally she can remove Fatigue and Exhaustion in a minute, and has a
charge of Cure Light Wounds every day for emergency use. Lacks the at-will
invisibility the Imp has, but starts with an 18 stealth to help it in everything
but combat (outside of the first round.)

Mephits, General: All mephits are great choices as UMD familiars; most of
them get +2 to their UMD for Charisma. They also are potential flanking
buddies because of their small size. Which one you should go with basically
comes down to “pick your SLA” though some options are definitely better
than others. All of them have decent strengths to be Alchemists or Caltrops
patrol, though they don’t all have the best movements. Most of them have
Fast Healing too, but they usually require some odd circumstance to work.
I’ve rated some of these Mephits red, and that’s mostly because they’re being
especially compared to other Mephits. Generally speaking you can’t go wrong
with what these guys do innately without considering their SLA.

Mephit, Air: Gust of Wind is the signature SLA here, which isn’t terribly useful
for every day. He does get perfect 60’ flight though.

Mephit, Dust: Basically a slower version of Air, except Wind Wall is definitely
something he could be casting every day. Also note that Blur can be cast once
an hour, and while this isn’t the greatest spell normally, remember it’s your
mini-me that’s casting it and not you.

Mephit, Earth: Gets Soften Earth and Stone, which is as cool as when the
Cythnigot brought it to the table. The Earth Mephit can still be a flanking
buddy and use magic devices though, which makes him the better Soften
Earth and Stone SLA familiar.

Mephit, Fire: Fire is always lame. He gets Scorching Ray and Heat Metal.

Mephit, Ice: Basically as lame as fire, but instead you get Magic Missile and
Chill Metal, making it possibly worse.

Mephit, Lightning: Gets Lightning Bolt and Shocking Grasp. It’s worthy to
note that this one does have 60’ flight, making it faster than the other two
standard energy Mephits.

Mephit, Magma: Pyrotechnics is a good SLA, and he can turn into a small
badzone that doesn’t explicitly say it’s difficult terrain.

Mephit, Ooze/Water: Stinking Cloud is a great SLA, but note that these
Mephits are the only ones that can’t fly.

Mephit, Salt: Glitterdust is this one’s SLA, and though the DC is probably not
going to blind too many things, it does have the secondary effect of revealing
invisibles. Dehydrate is also a relatively painful AOE for a familiar to be
putting out.
Mephit, Smoke/Steam: Has the blur effect of the Dust Mephit, but not the
better SLA. Instead it gets a slightly worse AOE like the Salt Mephit, and its
breath weapon has a pretty good effect (though they’ll probably succeed the
saving throw.) Smoke and Steam are basically the same Mephit.

Nosoi, Psychopomp: This strange little masked Bird has almost all the right
things. Decent Strength, decent flight, at-will invisibility, decent DCs on the
SLAs that matter (though not fantastic). The biggest thing I like about this
guy is his addition of a very good spell that’s not on your spell list: Speak with
Dead. If you’re not familiar with this spell, it’s basically the interrogation spell
where you kill first and ask questions later. The Psychopomp casts it at a very
high level too. This guy really needed the ability to use Magic Items, and he
would have been a Blue pick for sure.

Gremlin, Nuglub: Like a brownie without the SLAs. Actually, he gets 120’
Darkvision and is Small Size with decent defenses. With his nasty number of
attacks and very small chance to apply some Combat Maneuvers (And I mean
small) he’s not an awful flanking buddy. Can also UMD.

Aeon, Paracletus: All his SLAs have low DCs and though he’s a small
guy, there are much better flanking buddies. Also doesn’t seem to fit the
description of something that can UMD. Seems like a poor pick.

Pseudodragon: The saving grace of this guy is his blindsense. He’s got no
SLAs, and is average in just about everything. He does however seem to have
the ability to UMD, so as a shoulder scout who uses wands he turns out to
not be a completely terrible pick. He also has telepathy, but since it’s in the
language section it seems to require that you can only communicate with the
pseudodragon. This is useful for getting information back and forth secretly,
but not really enough to push him into the same rating category as some of
the other green choices.

Demon, Quasit: The Lesser Imp. Lower AC, lower DC on his mind-affecting
SLA, but can still do all the things an Imp does.

Rakshasa: Can work as a universal translator for writing, but then you can just
cast a first level spell for that. Similar to the Homonculous, you can use this as
an instant information scout (He doesn’t have to come back and report.) The
change shape aspect of this guy is strange and doesn’t seem terribly useful.
What kills him for me is his inability to fly and his awfully slow speed, making
his instant scouting ability a little lackluster and almost necessary (An Air
Elemental could run out and report back as fast as this guy can run out in the
first place.) Not the best pick of the litter.

Ratling: Another that can’t fly, but this guy does a lot to make up for not
being the greatest scout. If you’re only interested in UMD for using scrolls,
this Ratling can save you a bunch of skill points on UMD because he can
treat any scroll like it’s on his spell list when he’s casting from it, and he has
constant read magic to help him do this. Like the Rakshasa this guy works as
a universal translator too, with his constant tongues SLA. The other SLAs -
invisibility (though not at-will), dimension door, and rat swarm are solid. He
even gets commune. If your DM lets you choose Ratfolk as your race, this guy
could totally be named Mini-Me. Even though he can’t fly, his strengths do well
to make up for it.
Kami, Shikigami: Another non-flier that has a few benefits, like at-will
invisibility, completely fouled by some drawbacks, like immunity to Polymorph
effects. That later one really hurts his other perks, like decent damage and
improvised weapons - you can’t even Alter Self him to actually make him
threaten his adjacent squares since he’s tiny. Would have been decent, but
inherently flawed.

Agathion, Silvanshee: A really fast flying black cat with some odd tricks. Heroic
strength sounds like an awesome +8 bonus... except its base strength is
only 3. Still it’s a welcome addition if not a little restrictive - could have just
had 3 strength. It knows some good cantrips and Dimension Door, but can’t
turn invisible like other scouts. It does get Gaseous Form which might get
it into places you couldn’t with other familiars. It can give a +1 luck bonus
to all saving throws to an ally once a day, which is cool and sort of ironic.
Also has a weak lay on hands and the ability to commune. It IS the second
fastest familiar (Next to the Air Elemental) and does have tongues AND the
ability to speak with animals, meaning it can talk to almost anything. Also
can self stabilize, which might come in handy from time to time. I think a big
selling point is that his 90’ flight is supernatural, meaning he keeps it if you
polymorph him. He also gets to pounce if you polymorph him into something
like a 12 headed hydra. Additionally, his Lay on Hands likely uses your hitdice
to determine its power, which can save a lot on healing items. I think
this grab bag is worth considering.

Oni, Spirit Oni: This slow flying guy pretends he’s a base familiar by having the
ability to give you a +2 to perception. He can turn invisible at will, which keeps
him from the garbage can, and he has fast healing so he’s worth getting into
melee for touches. Not easily recommended for much else.

Asura, Tripurasura: Geh... 20 speed with no flight. No real strengths except


maybe the non-detection constant, but it’s got a really weak defense anyway.
You could use him as the Cho-Aniki UMD familiar, but I’d look elsewhere.

Protean, Void Worm: Has Blindsense like the Pseudodragon, but it’s not as long
range. Can also cast obscuring mist, which is a good SLA with no saving throw.
Has some good cantrips, but he basically strikes me as average.
Prestige Classes
Paizo seems to have something against Prestige classes, as there were none for
the Wizard (that I know of) in the UC, UM, or APG. Most prestige classes are
very weird options available in the other sources. We’ll discuss a few here.
I am only considering PrCs that give you full caster levels unless a specific
request is made and it looks worth reviewing.
Most of the Prestige Classes in the Core Rule Book are hybrid class options that
I am only listing here for completeness. They are different enough that the
Wizard’s primary role as a support class isn’t necessarily the best option for
them. I place them in Black Text because I feel they deserve more treatment
than I am willing to give them within the scope of this guide. Most of them
deserve their own guide entirely.
It has been clarified that you do not gain the 2 spells per level when you go with
a prestige class. This hurts. Additionally you’ll stop gaining level dependent
benefits from your school powers, like the Diviner’s improved initiative, which
also really really hurts. So unless you’re in a high wealth campaign and you’re
specialized in a school where you might not care as much about the wizard-
level dependent powers, I would avoid Prestige classes entirely unless they
give a lot. These are going to be rated with this trade-off in mind.
Also, if you do a PrC I recommend going with Bonded Item rather than a Familiar,
since that doesn’t have level progression. In fact, doing a PrC actually makes
the Bonded Item cheaper to replace.

Arcane Archer: This is more of a “Gish” build option than it is a Wizard option
for someone who wants to fulfill a Wizard support role. There are some neat
tricks it can perform however. One Treantmonk points out is using Imbue
Arrow with Anti-Magic field. The 9th level spell available in The Rival Guide
called Echean’s Excellent Enclosure makes this strategy obsolete if your DM
will allow you to take that spell. Basically lets you accomplish the same thing
without losing a ton of spell levels. This is a hybrid PrC that deserves its own
guide on whether it can deliver as a class equal to straight class options.

Arcane Trickster: This hybrid class makes me think that 3 levels of Wizard
is all you’re going to want, even though it gives you full spell progression.
Interestingly enough, you can combine this with the Alchemist Archetype
Vivisectionist, which makes me wonder which spell list would be best to
continue with (or even if Wizard is the best choice.) I’m actually interested in
seeing a guide that explores that option. Until that is added, this guide at least
talks about using this to fulfill the Rogue’s position. For the sake of this guide, I
don’t really consider this a Wizard prestige class.

Bloat Mage: (PFC: City of Strangers) Be a fatso full of delicious cherry juice
who can drink his own blood to get more spell slots. Just preparing for this
PrC makes you bloated like an old man with a glandular problem, which
lowers your speed, but most painfully limits the benefit you can get from
your dexterity to your AC. At higher levels that’s going to suck, because
you’ll probably want to have a Dex/Con belt of Physical Might just to up your
survivability. Once you actually get the PrC you get some natural armor to
compensate, but it’s only a small amount. If you aren’t planning on spending
the money on that though I suppose that drawback won’t matter to you. The
movement speed drop isn’t as big a deal once you get overland flight and you
can become a fatso blimp.
If you pick this up at level 6, the earliest you can, you’re going to get the most
out of your Blood Pool because you get exactly one blood point per level, so
you will start to be able to re-cast a highest level spell slot every day without
risk starting at character level 10. While you can increase your pool beyond its
limit with Bloat, I would avoid it because it could kill you. In fact, I would avoid
using Bloat until your second bloatmage level, and then I would only use it to
replenish an empty pool.
Extra spells per day are nice, but the capstone power is what makes this PrC
really worth considering. I recommend taking brew potion and collecting blood
from the creatures listed whenever you can even before you reach this point.
If you only go Bloatmage and Wizard you get your full character level when
determining Sorcerer powers. This is worth 5 feats and a high Charisma if you
went with Eldrich Heritage feats to try and accomplish the same thing. The first
worthwhile power that comes to mind is Abyssal’s 15th level power which was
Treantmonk’s whole reason for going Malconvoker in 3.5 - it lets you double
your fiendish summons for your highest level summon monster spell. For one
hour a day you can get some great benefits that make this PrC worth it if you
can stick it out the whole time.

Cyphermage: (ISM) This is the PrC of the Scroll. It actually has the level 10
benefit of the Scrollmaster Archetype as an option at first level, albeit that he
can only use it a certain number of times a day, though once you hit level 10
with this PrC you can make it permanent.
A lot of the scroll benefits are nice. You can add metamagic to scrolls, increase
the DC of resisting from scrolls, and quickdraw scrolls, just to name a few.
Cypher lore isn’t all just scroll benefits though. Thessalonian Summoning adds
some nice monsters to your summon monster list, and you can improve trap
spells. It’s also nice that you get an extra 2 skill points per level, and Use
Magic Device as a class skill.
This class looks like it’d get very expensive though, especially since you’re not
getting your 2 spells per spell level. I would only consider this PrC if I knew we
were going to be well endowed with gold and silver.

Diabolist: (PC: Princes of Darkness, Book of the Damned Vol. 1) Not one I’d
choose if I had a Paladin in the party, but this is the PrC for the Planar Binder.
The Capstone power is reminiscent of the True-Name feat, but this time it’s
clear that you can bind the creature within a round, which is powerful.
There are some great benefits this PrC gives to dabbling with devils, like hefty
bonuses to Charisma checks or half cost service if you’re going to bother
offering. I think they are all useful. Besides that you essentially get 4 more
spell slots with the SLAs it grants you.
Overall, if you’re evil and you like the idea of summoning Devils, I’d check this
out. My only qualm with it is that Devils aren’t as good as Demons, at least not
with what is presented with the Planar Binding Spell on the OGC.

Dragon Disciple: Another hybrid class that may be better to focus on the Gish
aspects of it rather than trying to be a support wizard. There is actually a guide
for this class already. It’s right here.

Eldritch Knight: Basically the quintessential Gish hybrid class. There’s a guide
here if you’re interested in exploring that option.

Harrower: (ISWG) I don’t really feel like learning all the rules of harrowing, so
unless I get a lot of requests from people who actually use Harrowing cards,
I’m not going to rate this.
Genie Binder: (PAP Vol# 22) Same concept as the Diabolist, but doesn’t give
enough to justify what you lose in general with PrCs. The seals are interesting,
but not powerful enough. The bonus to binding Genies is cool, but Genies
aren’t the most powerful thing you can bind. Also the requirements have a feat
tax and require level 11 when the abilities granted are especially irrelevant.

Loremaster: The five secrets you get from this are cool. You miss out on Two
Wizard Feats for 5 feat equivalents, one of the options being an actual feat.
Bonus languages aren’t a big deal since putting points into the Linguist skill
accomplishes the same thing. The bonus to your knowledge checks seems
insane to me though. If you’re maxing the relevant knowledge skills anyway
you’re probably going to be nearly too good with them - the Loremaster does a
great job making sure there isn’t anything he doesn’t know. The real drawback
of this class is that while it gets you 5 feat equivalents, it requires four feats
to get in, and one is a throw-away feat. The cost of entry and the loss of 2
spells known per level and specialization school progression make this tough to
recommend, but it does seem to work as advertised.

Mystic Theurge: The existence of the below Pathfinder Savant makes this even
harder to recommend. As Logicninja said, “It’s a trap!” It may sound cool to
be able to cast both Cleric and Wizard spells, but you’re going to end up being
just gimped in both. When you finally get past looking at what you could have
been for 6 levels instead of being a wannabe half-wizard half-cleric hybrid, this
class will start performing decently, and combining Cleric Magic and Wizard
Magic does lend to you being a decent support. Another big drawback of Mystic
Theurge is that you are going to be suffering heavily from MAD problems since
both classes have different primary stats for casting. In the very long run, I
wonder if you’d be better off being a Oracle/Sorcerer so you can at least use
the same Charisma stat for everything. The capstone power Spell Synthesist
is actually kind of neat, even if it’s only a minor bonus. I think you’re
better off just putting your “Ima Wizard!” sticker on your chest and
avoiding this class.

Pathfinder Savant: (PfC: Seekers of Secrets) Remember Mystic Theurge? Well


this class lets you add 6 spells from the Cleric’s Spell list to your Wizard spell
list, using your Wizard’s intelligence based DC on those spells. It’s not exactly
the same as the Mystic Theurge’s benefits, but I’m sure with those 6 spells you
might find the versatility you’d be looking for with that multiclass PrC option.
The 6 spells can be from any list too, not just Cleric’s. The spell is treated as if
it is one level higher, but it gets it on your list, and some spells might be worth
it. Check the Inquisitor, Bard, Summoner, and Magus lists to see if you can get
the early entry spells to negate this effect. If the spell is on your list, it doesn’t
raise the level, so you may interpret that as getting haste as a level 2 spell by
getting it off the Summoner’s list, as an example.
Remember the Scrollmaster Archetype and what it gives up to be able to cast
scrolls at your caster level? Well this class gets that benefit without giving up
your Arcane Bond.
This class is also good for using Magic Devices, it lets you add silent spell to
casting with Scrolls and other Trigger devices. It gives you a few SLAs that
aren’t incredible but are kind of nice when you do need to identify magic items
or when the chance to use it comes up. Dispelling Master is welcome too, since
it means you’ll never have to memorize Dispel Magic.
This PrC only has one feat tax (But it’s a feat you can still use) and you lose a
spellcasting level, but it has some nice benefits, and in my opinion if you want
a few key spells from the Cleric spell list, it’s just better than considering the
Mystic Theurge.
Sphere Walker: (PF2: The Skinsaw Murders) Efficient sleep is duplicated by
a ring of sustenance, returning starknife is stupid, and Divine Luck makes it
obvious that this PrC wasn’t meant for Wizards.
Archetypes
In the APG, UM, and UC books, I really disliked all of the Archetypes they added
for Wizard. If it weren’t for the adventure paths, this would be just a “Prof_Q
bashes ACFs” section. There are however some decent options in other
sources besides the Core+ sources, so it’s worth checking some of them out.

Arcane Bomber: What is so great about the Alchemist Bomb ability that it’s
worth FOUR OPPOSITION SCHOOLS!? … ahem... doing this without Bias...
Okay, so you trade your Arcane Bond for the Alchemist’s Bomb ability, but you
can’t add discoveries to them which is the only reason the Alchemist’s Bomb
ability is any good at all. To top it off, you’re locked into a single energy type,
so it becomes worthless against some of the enemies you’ll inevitably run
into. The Familiar is better. The Item Bond is better. So far, so bad.
Second, you give up ALL of your Cantrips so you can Sacrifice Spells -- Alright,
this is already a double negative -- So you can sacrifice spells to add twice
the spell level to your bombs as... damage. Wow. So a level 9 spell sacrificed
adds 18 damage? And now you have to cast detect magic as a 1st level spell?

Sorry I just woke up from my mind snapping at the stupidity. No offense to
anyone who’s done this Archetype.
Finally these abilities that I mentioned are SO AWESOME that you don’t get to
have a specialization school. This means you don’t get extra spells per day,
and you get to pick 4 opposition schools to boot.
Do I even need to say anything about how bad a deal this is? Sure the damage
is relatively high, but it’s one-type, and you have ½ BAB progression making
you awful at lobbing them. This option is so inferior I almost want to turn all
of this text red.

Scrollmaster: Okay, you give up your Familiar, which is potentially extra actions
every round (amazing!) or you give up Item Bond, which has incredible
versatility, for the ability to wield a piece of paper as a weapon using your
½ BAB progression. In addition, the weapons disintegrate as you use them,
destroying the increasingly expensive scrolls you might use for this piece of
paper weapon. It does get an enhancement bonus to help you hit, but any
smart fighter is going to have weapons with enhancement bonuses WITH their
full BAB progression. You can give also your scrolls reach. That’s cool but still
not redeeming by any means.
Being able to turn the scroll into a shield is more useful, and doesn’t seem to
replace anything more. It still gradually disintegrates, but that’s only if you’re
getting hit, which the scroll expressly helps against. Using it as a shield sort of
redeems the ridiculousness of the first part of this Archetype. And it’s actually
not completely terrible as you level up. The bummer part of it is that it only
gets ½ the scroll’s spell level. The normal Arcane Bond is still better, but the
shield part of this makes a little more than useless.
Improved Scroll Casting helps make this archetype a lot better. You can start
writing down scrolls that you can use in combat and actually have them use
decent DCs when casting them. Wait... why are you using scrolls in combat?
And why do DCs matter, you should be using scrolls for situational utility!
What’s wrong with you!
Actually I can think of some instances that pulling out a circumstantial scroll
in combat might be helpful. Banishment comes to mind as something you
wouldn’t be memorizing every day, but definitely want it to have as high a DC
as you can give it.
The level 10 ability is a good benefit of this Archetype, but it’s a pretty expensive
feat.

Seige Mage: Oh goodness... I’m having flashbacks to Arcane Bomber. But this is
only 3 schools lost... can’t be as bad. Actually it’s pretty bad losing the extra
spell per day as well as taking the opposition schools. But I digress, what does
this Archetype do for us?
First thing is that you lose the ability to scribe scrolls for proficiency in Siege
Weapons. That sounds like a cool trade for manly people. Siege weapons
turn out to be not too bad. They are great for toppling buildings, which is the
point I guess. Indirect Fire weapons use your Intelligence to fire, and that’s a
wonderful thing for your poor to-hit. So go figure, siege weapons are great for
Wizards.
The next benefit of this Archetype is the ability to remote control siege weapons
within 30’, later not even needing a crew to reload the weapon. This is
strangely awesome. You lose your arcane bond for this, and I’m not sure the
remote control aspect is really that useful since it still takes all of your actions
to utilize the machine. I guess you could hide in a tiny hut while you make
your Nightrider car do all the busy work.
The next ability makes you give up cantrips so you can sacrifice spells... oh
goodness. Yeah, it’s basically the same thing as the Arcane Bomber’s ability
except it buffs your to-hit and does more damage.
This archetype could have been cool, but like the many aquatic archetypes out
there for other classes, this archetype is very campaign specific. Even in those
campaign circumstances I don’t think it’s a very optimized choice either. I just
don’t think losing your spells per day is worth it at all.

Spellslinger: Another one that has 4 opposition schools and doesn’t get bonus
spells. You see why I hate these Archetypes?
However, this one actually sort of works because Guns are all touch attacks. You
don’t get as many multiple attacks through your guns as a more martial class,
but you can add your gun’s enhancement modifier to your Spell’s DCs for
certain kinds of spells. Rime Cone of Cold, or Dazing Lighting Bolt comes to
mind for this.
Mage Bullets is bad not only because your sacrificing powerful spells for a
moderate effect, but it also gives an enhancement bonus that won’t stack with
any permanent enchantments you’ve put on your gun.
Ultimately this option is still bad because the payoff isn’t as good as the costs,
but it takes a slightly better direction than the other two similar options.
Adding a +5 to your spell DC for a 3 turn Daze effect is a pretty good trick.

Primalist: (ISM) If you hate your familiar (you shouldn’t) the first level power
of this archetype actually seems like it’s a trade-off you get something out
of. Essentially it gives you 5 extra spell slots by level 20 as long as you can
make the concentration check when you cast. Naturally this means you’re
going to want combat casting as a Blue Feat, as well as any traits you can
get to make this better. If you take this and combat casting at first level
while maxing your intelligence, your odds of success with a first level spell
are about 40%. It’s about 50% if you can get one of the +2 concentration
traits, so I’d recommend considering this Archetype only when you can have
traits. Even then the 50% odds aren’t very acceptable, but I personally
like Random things like Primal Magic Events (PME), it makes the game
interesting and I personally would still think about taking this Archetype.
Besides, the rest of the powers of the Archetype are about improving your odds
when you trigger the PME. Probably not the most optimal Archetype, but
it’s certainly a fun one that doesn’t insult your intelligence with nonsense
Wizards should never be doing.

Scroll Scholar: (PSFG) Interestingly, this requires the base Diviner


specialization or the Universalist specialization, so it almost works like a
subschool as much as it does an Archetype. Obviously Diviner is the better
choice of the two.
You trade your minor buff power or your telekinetic weapon power for what’s
basically lesser bardic knowledge. Considering that you have to be a Wizard
to pick this archetype, I’m not sure why it has to say the knowledge skill
becomes a class skill - I guess it’s a provision for multiclassing?
The 5th level replacement feat gives you spell like abilities for some okay spells.
It fits the flavor of the scholar, and will save you some spell slots on the
minor utility the granted spells provide. It’s worth the feat it replaces as far
as value is concerned, especially since it grows as you level up. Comprehend
Languages as a permanency costs 2,500 gp. Identify can’t normally be made
permanent, but since it’s basically improved detect magic, it’s worth at least
2,500 gp as well.
The final power is also good. Being an immediate action it is worth more than
the 4th level slot it replaces as a Diviner, because the spells you could be
casting in that slot aren’t all phenomenal anyway (Well... Arcane Eye is cool.)
What’s important though is that as an immediate action you will be using it
more often, and you eventually get more uses of it per day than another 4th
level slot would give.
Overall I’d say this is a great choice if you go Diviner, though not as good as
going Foresight with the base Diviner school. I guess what I’m trying to say
is that if this fits your character concept - a Scholarly know-it-all who is a
master linguist and knows what every artifact in the world is - this is a very
good option.
I don’t recommend doing this as a Universalist because I don’t recommend
Universalist in general.

Shadow Caster: (ISM) This one is interesting. The ability to prepare extra
spells in your shadow is similar to Item bond in that it gives you extra spells,
but without the versatility. I’m going to say it’s worse than Item Bond,
mainly because the biggest attraction of Item Bond is being able to pull that
one really odd spell out when you really need it. That said, the Shadow does
not have the drawback if you happen to lose your item. Instead it has the
drawback of forcing your DM to tell you what lighting you’re in. Considering
that you have limited control of lighting as a Wizard though this shouldn’t be
a huge problem.
Permanent Darkvision is nice, but comparing it to just casting permanency it
makes your feat about 5,000 gold. That makes it reminiscent of the Scroll
Scholar’s 5th level replacement feat. It’s only okay, in my opinion. At level
9 if you want Darkvision as any other kind of Wizard, you can just fork out
the gold. In my experience, because almost every class that casts has light,
most DMs I’ve played with barely pay attention to lighting conditions unless
a spell is cast. However, combined with antics related to Tenebrous Spell and
Umbral spell, I’d say that something that gives you permanent darkvision is
necessary.
The ability to cast more real shadow spells is quite interesting, but I don’t think
it’s terribly good. Shades seems like a versatile spell, but it’s only Wizard
conjuration spells, and basically you’re changing a 9th level slot for a lower
level spell. Unlike other similar spells like Miracle, it doesn’t give you access
to a huge variety of spells that you couldn’t just be casting with your lower
level slots anyway. Extra damage on Shadow Evocation and Conjuration is
also lackluster. Honestly I think I’d rather have the feat.
Overall, I’d say the Shadow Caster has an semi-interesting replacement for
your item bond, one decent feat replacement, and one pretty lackluster
replacement. The problem with Shadow spells isn’t that they are partially
real, but that they mimic powers that are already less relevant at the spell
slot you’re casting them at.

Spell Binder: (ARG: Elf) This is a popular option and as such I feel like I
need to use a few more words to describe my feeling on this than I would
normally. The idea is very nice, but when you start breaking it down it’s
really not better than the item bond than the Familiar.
This power lets you have one set spell per spell level that you can use to replace
one of your memorized spells by spending a full round action. So that begs
the question: Why would you want to do that? The obvious answer is so that
you can spend your time memorizing a variety of things but then have your
more used spells on standby. The issue I have with Spellbinder is that since
you have a limited number of spells you can choose for swap out (A total
of nine) you’re going to be picking spells you’d want to cast all the time.
Since you want to cast them all the time the first spells that come to mind
are things like Haste or Telekinetic Charge – you know, the kind you use in
combat all the time. But if you don’t already have it memorized, Spellbinder
requires you to waste a turn to get it memorized. You could easily grab
Heighten Spell and Preferred Spell for that spell you cast all the time, and
then you don’t have to worry about bankrupting the action economy. For
that matter, if you pick Item Bond, you can cast any spell that you know.
Item bond gives you an extra casting for the day – it doesn’t mess with your
existing memorizations. It seems to me that there are better ways to get the
spells you need when you need it in a timely matter.
So then, from a rational optimization standpoint, the best kind of spell that you
would want with your Spellbinder are the kind that you don’t cast all the
time, but may need in a contingency. You know, things like Teleport. But do
you know what that starts sounding like? Scrolls. And of course you could
also get Fast Study and then leave some slots open. It’s ten times longer
to do it that way but losing a round in combat is pretty harmful so in either
case I would recommend doing it out of combat for Utility spells. Lots of
substitutes for either use of Spellbinder making me think that I’d rather have
the more unique Familiar or Item Bond.
I’m not saying Spellbinder is a completely poor choice. Maybe you don’t want to
deal with the accounting of the Familiar and maybe you don’t want to take
the risk with Item Bond. That’s fine. Take Spellbinder in that case. I just
don’t think it’s as good as the regular Arcane Bond options in general.
And hey, you can even get your cake and eat it too. Someone on the forums
recommended getting Eldritch Heritage to get your Item bond back with the
Arcane Bloodline. That costs two feats and a 13 Charisma, and some of the
recommendations I gave to duplicate Spellbinder take at least two feats,
so that’s not so bad a deal (Though achieving 13 Charisma might be a bit
expensive.)
I think spellbinder sits quite solidly as an Orange option. It’s “okay.”

Cruoromancer: (ARG: Dhampir) Okay, the Dhampir doesn’t make a very good
Wizard in the first place, but I’ll try not to let that influence my opinion here
in case your DM lets you take this Archetype without the race.
Blood infusion – with the first level powers – isn’t very good. There aren’t
enough really awesome saving-throw based necromancy spells to really get a
lot of benefit out of the bonus to Necromancy DCs (The best of Necromancy
barely relies on DCs.) And sickened for 1 round isn’t really worth the self
inflicted damage, although it does seem like the sickening is automatic – it
doesn’t allow for a saving throw. Not worth giving up your Arcane Bond.
The 5th level feat replacement is actually not too bad if you’re making an undead
army. It doesn’t reduce the cost of the minions though, so essentially the
infusion aspect part of the feat just makes it take less time and fewer spell
slots to raise your army. The passive modification of what you can control at
a given level is a measurable increase in power. This feat is good.
The 10th level feat doesn’t seem worth it. The Desecration only boosts the
attack, damage, and saving throw rolls by +1, which is a relatively small
amount by level 10. Granted it’s a little more effective the more creatures
you are controlling that benefit from it. It is nice that you can pull it off as a
swift action though, and it does have a good duration.
Blood ability is kind of cool, but by level 15 you have a ton of scouting abilities. I
think it’s a little late to the party, and I don’t think it’s worth a feat.
By level 20 when you can use infusions without taking damage the damage is as
minor as it’s going to get. I don’t think it’s worth losing your level 9 slot for
it, or your feat for that matter.
Overall I think this Archetype has one decent ability mixed with a bunch of
lacklustre ones. As usual, I’m going to say that you should probably be a
divine caster if you’re going to be a necromancer, they just get more benefits
from the stats you need.

Wind Listener: (ARG: Sylph) Perception as a class skill. Nice.


Spontaneous casting of Divination Spells is also cool. Similar to spellbinder it
takes a full round action to cast spells this way, but you actually cast the
spell when you do this. Is this worth giving up Arcane Bond? Well, divination
spells can be notoriously circumstantial though and this lets you fill your
spellbook up with otherwise worthless spells so you can have them ready for
the very specific occasion they were made for. I think this is a good deal.
The 5th level feat is a little weird and I don’t think it’s worth that much. Some of
the trap spells are abjuration, but many times the trap is enhanced with a
spell from another school, like Evocation. The feat is oddly specific.
Whispy Form is pretty cool and probably worth the feat.
The 15th level feat can also be very useful for gathering information (Diviners are
good at that.) Not really worth a feat when you can just memorize Legend
Lore yourself though.
Overall I think this Archetype has some good things at the sacrifice of two
basically wasted feats. I think it could easily have been at least green if it
weren’t for that.
Equipment
This is actually a section I wasn’t going to do, but I thought it would be good for
me anyway, and some people requested it. If your DM is open to you using
the item crafting rules to make your own custom items (eg. not using just the
examples they give in the book) I could spend a good portion of six months
describing all the different things you can do. Instead I’m going to be making
recommendations with what already exists, and hopefully that will inspire you
for the types of things equipment can do for you.
My general recommendation is to remember that money is a limited resource just
like feats or skill points, and it’s important to think of it that way. You can only
play so much, and your DM is only going to give you so much. Spend it wisely
and avoid costly spell components and items that only sort of help you.

Weapons
The plural nature of this section’s title is a bit misleading, because I only really
recommend a couple of weapon enhancements. In reality, you should be
putting a Rod in your hand, and not a weapon. You DM may let you have one
in your off-hand though, and the recommendations I give here have little to do
with actually attacking.
Having a weapon in your main hand does let you threaten your squares. As a
Wizard though you want to fulfill that role with summoned fodder rather than
putting yourself in danger.

The Mundane
Without enhancements I would recommend using a Gun if you have the exotic
proficiency feat. Otherwise just use a Crossbow or a Longbow if you’re an Elf
until you reach levels that you’re better off not wasting your standard action
attacking. One problem Guns do have is that by default bullets cost a ton of
money, and you may be better off just tossing around Alchemical items.
With enhancements you’ll want a one handed weapon. Again, if you’ve take
exotic weapon proficiency: firearms, a Pistol is probably the best choice so you
can make ranged touch attacks.

The Enhancements

Defending: An FAQ clarified that you do have to be attacking to receive the


benefit of this, but if you are attacking the extra AC could be helpful, though as
will be mentioned in the armor section, spending money on AC takes a lot of
wealth to have any major payoff in the long run.

Dueling: (APG). The extra +4 initiative granted from this item is the strongest
argument for using a weapon instead of something else.

Guardian: A resistance bonus that says it “stacks with all others” which I assume
means stacks with other enhancements, including your Cloak of Resistance.

Spell Storing: There are probably a lot of antics that can be had with this
enhancement, but I can’t think of any off the top of my head at this moment.
You basically have to reload the spell once you’ve fired it off too, which could
restrict some of the antics you could be pulling off with this enhancement. It
doesn’t say that you have to be the caster to fire off the spell though, so this is
probably an enhancement better off going on your BSF and having him choose
when to cast it as an ace in the hole.

Armor and Shields


Like with weapons, the enhancements you put on armor are better than what you
normally think of armor for - that is for raising your AC. It can certainly help,
especially at lower levels, but as you level up the average BAB of monsters
level up as well. The average CR 20 monster has an attack bonus of 32,
meaning you have to have an AC of at least 35 before you have more than a
5% chance of avoiding an attack. Pouring money into raising AC is not worth
it in the long run, and in the short run you have things like Mirror Image,
Displacement, and other defensive spells that have a much better (and
cheaper) effect.

I think Shoelessinsight outlines it best with this chart.

This is a chart of the AC needed at each level to give monsters a 10% miss
chance against you. In other words, it is the point at which your AC actually
starts doing something, and any AC lower than that value might as well be no
AC at all.
The chart is based off the median attack roll modifier on the first melee attack for
each challenge rating.
CR AC for 10% Miss
1 6
2 7
3 9
4 10
5 13
6 14
7 16
8 17
9 19
10 20
11 23
12 24
13 25
14 27
15 28.5
16 30
17 33
18 35
19 36
20 35
21 37
22 41.5
23 39
24 40
25 43.5

It ultimately becomes extremely expensive to buff your AC, and it’s not even
necessarily a worthwhile venture considering this chart is outlining what it
would take to have a 10% avoidance chance. In general you’re probably better
off casting something like Blur or Mirror Image for defensive purposes.
If you have the money though, it is worth considering some of the other
defensive benefits of magic armor though.

The Mundane
It’s basically a waste to spend feats on being able to cast spells as a Wizard while
wearing armor for the very reasons I described above. There are a few items
however that grant no armor check penalty and no arcane failure chance.

Haramaki: If eastern armor is available to you this is the best choice. It only
weighs 1 lb. and gives you an extra +1 to your armor. Best of all, it costs only
3gp.

Silken Ceremonial Armor: The only reason you’d pick this over the Haramaki is
for style. It weighs four times as much and costs ten times as much.

Armored Kilt: The armored kilt can be worn alone, but I’d ask if you could “add”
it to your force Mage Armor. If you can’t still consider it for the armor
enhancements listed below. I would only consider this item if Eastern Armor
isn’t available to you, since it weighs 10 lbs. and is more expensive than the
Haramaki.

Mithril Buckler: Grants a Shield Bonus to AC with no arcane spell failure chance
which is normally only attainable by casting a spell.

Bracers of Armor: Included in this section because they are basically just armor
without any base armor bonuses. Mechanically inferior to Armored Kilt and
the Eastern Armors by one AC point, but that one point probably isn’t going to
matter that much anyway.

The Enhancements

Determination: Gives your armor a 1-up essentially increasing your HP by 5d8


once per day. This is a good effect, but it’s also an expensive effect, being
30,000 gold to add to your armor (Though it is not a “plus” bonus to the item
cost.)

Energy Resistance: 18,000 is a little too much gold for something you can get
from a level 2 or 3 spell.

Energy Resistance, Greater: 66,000 gp is definitely not worth doubling the


effect of energy resistance when you can cast a spell that does more anyway.

Etherealness: A staff that does the same thing would cost 36,400, if that’s all
it does. At 48,000, to be able to cast this once a day, it’s not a horrible deal.
It’s 1,000 less than a 7th level pearl of power. So if you see yourself going
Ethereal as a major part of your defensive strategy then consider this.

Glamored: Think the armored kilt looks ridiculous? Well for only 2,700 gp, you
can make it go away.

Invulnerability: Damage reduction is quite nice, but to enhance this you need
to be level 18, and by then creatures are probably going to have the magic
weapons necessary to pierce it. Still, a better enhancement than the straight
up numerical bonus.
Reflecting: At a +5 bonus cost this could be worth it or overpriced depending on
where your armor is at. Reflecting spells could be hilarious when it comes up.
The best part of this enhancement is that it gives no provisions on the level of
spell you can reflect, so you could assume that it just reflects one spell a day,
any spell. (Though most DM’s would probably make you roll to see if the effect
is partial.)

Shadow, All Types: The lesser version might be worth it early on, but anything
higher starts to get too close to the price of a 20,000gp Invisibility Ring that
makes this basically obsolete.

Slick: A relatively cheap enhancement that helps you avoid grapples. Definitely
consider this if you’re not a Conjurerer. Ring of Freedom of Movement replaces
all of these slick options though.

Slick, Improved: Double the bonus, and probably still worth the gold cost if your
DM uses grapple tactics against you. It is something like 6 times the cost of
regular Slick though. Additionally, the Ring of Freedom of movement is only
5,000 gold more, though it does take up the ring slot.

Slick, Greater: Definitely not worth double the cost of Improved Slick. Still, you
may still consider it if you really have a problem with grapplers.

Spell Resistance: The amount of spell resistance this gives is pretty sad, even
at a +5 bonus.

Rings
Blinking: The advantage of this over something like a ring of invisibility is the
fact that you can use it in combat. The 50% miss chance is amazing, and much
better than any amount of AC you could add (Assuming the creature doesn’t
have ethereal touch.) The 20% spell failure, however, ruins this as anything
but a decent defensive option. Combined with an Ectoplasmic Rod though, it
can be made to work.

Counterspells: This ring helps make counterspelling be something other than


a total waste of your actions. It’s a ring your BSF would enjoy more than you
though.

Delayed Doom: Not a bad idea for contingency reasons, but for an expendable
item it’s an expensive contingency, costing 5,000 gold every time you use if
you paid full price.

Energy Resistance: A much cheaper alternative to putting energy resistance on


your Armor. Not a bad enhancement to add to one of your rings.

Evasion: Probably not worth the expense, but could save your life, particularly if
your campaign has you fighting a lot of dragons or other similar area of effect
monsters. Energy resistance is cheaper, but specific.

Feather Fall: Anything smart enough and with the proper abilities will be trying
to dispel your overland flight or your phantom steed. For that reason this
enhancement is worth having your ring slot.

Force Shield: The armor bonus from this is negligible and it can’t be improved
at all. It’s also about the cost of a +3 enhancement bonus, making it not very
efficient for the AC. At lower levels it might be useful, but I personally wouldn’t
bother.

Forcefangs: This is a relatively cheap enhancement, but force damage isn’t


particularly common. It’s effective when it is relevant though.

Freedom of Movement: Completely negate grapples or just about anything else


that keeps you from doing what you do best.

Friend Shield: This is a great thing to share with your BSF. It’s expensive, and it
takes up a slot, but still worth considering.

Invisibility: I shouldn’t have to explain why this is good. There are so many
spells you can cast while invisible, and persistent invisibility is excellent and
surprisingly cheap. If you picked up an Improved Familiar that doesn’t already
have persistent invisibility (Aka, you’re not evil) then you might want this for
your Familiar as well.

Protection: This grants relatively cheap bonuses to AC in the form of a deflection


bonus. Worth picking up.

Regeneration: Very expensive for a small per-round benefit. The average battle
lasting 3 to 5 rounds, this basically only grants you an extra 3-5 HP. It can pick
you back up if you happen to fall below 0 hp though.

Spell Storing, All: Costs double what it would take to just pick up one pearl of
power for the equivalent highest level spell that can be stored. Not worth it.

Spell Turning: 3 times a day justifies the 100,000 gp cost comparing it to


similar options. “Command” though means it uses a standard action, making
it not as good as putting spell turning on your armor. Overall I think it’s too
expensive.

Splendid Security: I’d be ecstatic if I just found one of these. To see if it’s worth
actually seeking out, let’s add up the cost of buying all the items this replaces
separately. A Ring of Protection +5 is 50,000 gp. Cloak of Resistance +5 is
25,000 gp. Mantle of Spell Resistance is 90,000 gp, but has one less spell
resistance. The total is 165,000. This costs 180,000. So basically you’re paying
another 15,000gp to change your armor so its fashion fits the season. Overall
this ring is just too expensive for what you get, but if you have Forge Ring or
Item Bond, it gives you a good idea of what you can stack together.

Sustenance: Change your 8 hours necessary sleep to replenish spell slots


to 2 hours, and make it so you never have to buy food again. Plus the
enhancement is super cheap. Totally worth putting on one of your rings.

Telekinesis: I love the Telekinesis spell, and being able to use it on command
is pretty sweet. I’m not sure if it’s 75,000 gold sweet, but it’s something I’d
carefully consider stacking on one of my rings. Activating Telekinesis at-will
could be powerful and versatile.
Wizardry: the Ring of Wizardry I isn't worth the cost of 10,000 gold because
you could buy 10 pearls of power for that price. In fact, every level isn’t worth
the cost for the very reason that you can accomplish more bonus spells with
another magic item for a cheaper price. The advantage of doubling your base
slots is that it does let you pick a different variety of spells. I don’t think that
advantage is good enough to justify the price though. I’d take it if I just found
one of these, as I’m sure we all would, but I wouldn't bother seeking it out.
Sihedron Ring: (Pathfinder 6: The Spires of Xinl-Shaast) Another cornucopia
of effects. Ring of Protection +3 is 9,000 gp. Cloak of Resistance +3 is 9,000
gp. Endure Elements is effectively 2,000 gp. This leaves 15,000 gp for the
appearance changing effect. Well, at least the costs are consistent. I think you
should look into making a custom item if you want something like this.

Rods
You pretty much want any rod you can get your hands on, but the lesser ones are
cheap enough to seek out. Here are a few I especially recommend.
If you have the Craft Rod feat you should take advantage of the “upgrade” rules
to make these affect your higher level spells as you accumulate more wealth.

Silent: This is mostly for contingency reasons. Most of the time the Silence spells
aren’t going to be too common, but when they happen you’re completely
gimped without something like this.

Elemental: The lesser version is a mere 3,000 gold, and if you’re using Dazing
Spell tactics at all, it’s not a bad idea to take this along if you’re not an
Admixture Wizard.

Persistent: This gets a little more expensive for a lesser rod, but it’ll make your
lower level spells a little more effective and more useful as you level up.

Quicken: Like the feat, this is practically mandatory at some point. You want as
many actions in a round as you can get.

Dazing: Dazing spell is an expensive 3 level increase. Even a lesser rod is


broken.

Piercing: Another contingency rod that you should keep around just in case you
ever bite off more than you can chew.

Maximize/Empower: Can’t use both rods at once, but these too are huge level
increases without.

Extend: I prefer getting one of these instead of wasting a feat on it. Once you
get to higher levels it gets less relevant.

Reach: This is a crazy good Rod and if you have a greater version it makes some
of the higher level spells pretty much broken.

Selective: For when you have awesome dazing fireball memorized and your BSF
decides to be a hero and run into the fray before you drop it off.

Widen: The restrictions on the types of effect areas you can increase still limits
this metamagic, and the +3 spell level makes this expensive. But a 40' burst
dazing Fireball could be a beautiful thing.

Wondrous Items
There are SO MANY items here that anyone is happy getting. I’m going to focus
on the ones that you should definitely seek out, or the ones that look like you
should, but have something dubious about them.
Amulet of Magecraft: Lets you spontaneously change spells in a specific school.
A shame that you A) have to be a universalist and B) Have to take Item Bond
as your Arcane Bond.

Amulet of Natural Armor: The lesser versions of this are a reasonable way to
raise your AC for a little more avoidance before it becomes too expensive at
higher levels.

Amulet of Spell Cunning: For the price, it’s about equal to a Ring of Wizardry,
which has too little effect for the value.

Annihilation Spectacles: These are a little pricy, but because the


Transmutation school is SO MASSIVE, this is totally worth picking up,
especially if you are collecting spells to put in your book. Basically you can
just memorize whatever and spontaneously cast whatever Transmutation you
need (Which by the way is one of the best utility schools.) Being able to cast
Disintegrate once a day is a meaningless addition unless you don’t plan on
ever scribing Disintegrate into your spellbook.

Handy Haversack: What makes this better for you than the Bag of Holding is
that it weighs only 5lbs. You’ll want this as you start lugging around more
expensive components, crafting materials, and lots of scrolls.

Belt of Physical Might (Dexterity and Constitution): See the stat section
for why this is good. You want at least a belt of constitution if you’ve got a
Familiar, but dexterity is another way you can increase your initiative.

Blessed Book: This is especially worth it if you craft it. Scribing 1,000 1st level
spells is normally 5,000gp, which is 1,250gp less than the crafting cost of this
book. Scribing higher level spells only increases the value.

Tome of Clear Thought: Seek this out whenever you can. A permanent bonus
to INT is basically necessary.

Manual of Bodily Health/ Quickness of Action: For the same reason you
want a belt of Physical Might. The expense and the fact that these are
secondary stats for you makes it less urgent though.

Cloak of Resistance: There’s nothing worse than a disabled Wizard. Keeping as


high a bonus on this cloak as you can afford can help prevent that.

Crystal Ball: This is pretty expensive for what it does. Being able to scry
whenever you want is great, but the DC is much worse than if you just
memorized the spell. There is some use for it however.

Dweomer’s Essence: I would keep a bag of this stuff just as a contingency. If


you’re good enough, spell resistance won’t be a major problem, but a +5 to
your ability to penetrate that spell resistance may be all you need to get off a
crucial spell.

Metamagic Gems: These will get expensive if you start crafting them and
using them too much. Use them if you find them. Don’t make them or buy
them - UNLESS they’re part of a one-time plan and you have no other way of
acquiring the respective rod.
Glove of Storing: This is a good place to put your Rods when you aren’t using
them so you can draw them as a free action. Doing it from your Handy
Haversack is normally a move action, a move action you may want to be using.

Headband of Vast Intelligence: This is the main item you should be seeking
out. Intelligence is one of the only ways to make your spell DCs better and it
grants so many other benefits. Spare no expense trying to upgrade this.

Cracked Dusty Rose Prism Ioun Stone: For 500 gold you get +1 initiative.
Totally worth it. And if you’re worried about enemies knocking Ioun Stones off
of you, you’ve already won initiative so they can knock it off all they want.

Orange Prism Ioun Stone: Fairly expensive way to get +1 caster level to your
spells, but there may be some spell that can make it worth it.

Eyes of the Eagle: +5 to perception for the price of a custom item. Helps
circumvent the fact that it’s not a class skill for you, or just give it to your
Familiar.

Muleback Cords: Half the price of a Handy Haversack, lets you not look like
such a wuss when hiking around. Once you’re done with them (After you get
your Haversack) you can give them to your fighter and make him carry out the
furniture from the dungeon as loot.

Pearl of Power: These start out as a good cheap deal and progressively get too
expensive for most games at higher levels, and probably unnecessary. They
are cheaper than other similar options, the downside being that you are
repeating a previous memorization instead of enjoying variety. In most cases
this is not a problem, especially for low level spells. Pick up some first level
pearls and consider higher levels if you are crafting them.

Robe of the Archmagi: Another package deal I get to calculate out. +5 armor
bonus to AC is 25,000gp. Mantle of Spell Resistance shows that it’s about
77,142gp for 18 spell resistance. But if you had just a +5 bracers of armor of
spell resistance 19 it would be 25,000gp, so I’m going to go with that amount
for right now. Cloak of Resistance +5 is 25,000gp. Without even counting the
+2 to caster level for spell resistance checks, you’re already over the 75,000
gold cost to get this thing. It’s attuned to a specific alignment, but I would
definitely seek out or craft this for your own alignment if you can. I’m pretty
glad this doesn’t have a 15,000gp fashion tax.

Wands
This section is basically for your familiar, but if you are looking to save daily spell
slots, it can be good for you too.

This is a good time to mention that having your Familiar use Wands takes a 20
DC use magic device check. You may want to craft a special magic item for
it to boost its UMD check, because at level 7 the base UMD the Familiar has
a 40% chance of success when using wands, which is pretty low (A Lyrakien
has a 65% chance of success.) It would cost 10,000 gold for a +10 to UMD or
2,500 for a +5.
Also consider that while it is useful to use your Familiar’s action to use wands, it
can be expensive just like using Alchemy items with your familar.
Here is the cost of using a Wand per charge for quick reference. The left side of
the slash is the full purchased price and the right side is the crafted price. This
is assuming the minimum caster level for crafting the wand.

Spell Level...Cost (Gold)


0..............7.5/3.25
1..............15/7.5
2..............90/45
3............225/112.5
4............420/210

I was discussing this cost with Shoelessinsight who thinks that Familiars using
wands is overly good. His argument did make a good point in favor of going
with the expense. Here is his argument directly quoted from the Email he sent
me:

Using standard rules (and medium progression in Pathfinder), where XP


is awarded for killing things, it's supposed to take about 13 challenge-
appropriate battles to gain a level by design. This would actually require a
little experience outside of combat, as otherwise it would require more like 16
battles by my math.

This means that you're looking at roughly 195 battles to get from level 5 (when
you can make wands of Haste) to level 20. At 50 charges a piece, that means
you need four wands of Haste throughout your adventuring career to cover
every fight. That's a total of 45,000 gold (22,500 if you craft them yourself).

The closest thing to Haste is a Speed enhancement for weapons, though


Haste is actually a little better due to the +1 hit/dodge and the 30-foot
movement enhancement. You can argue that these extra bonuses are offset
by the fact that your familiar might not win initiative and might not have the
enhancement ready at the immediate start of every fight. Then again, Haste
affects the whole party, while a Speed enhancement only affects one weapon.

By the end of your career, a Speed enhancement will cost 78,000 gold
(39,000 to craft) per person. This is the cost to add it to a +5 weapon (which I
assume everybody will have regardless of their other enhancements). It also
assumes that you never, ever lose or replace the weapon that had the Speed
enhancement on it, requiring you to pay for a second enhancement.

Assuming you have only two melee or archer characters in the group, Speed
enhancements are worth 156,000 gold to the party. You could get the same
benefit to the whole party, plus some extra bonuses, for only 45,000 gold
(less than a third the price) from Haste wands (or a little extra if you want to
increase the duration of each use). You also gain access to this bonus earlier
than you can with the weapon enhancement.

You could argue that a party could get the same effect for no gold cost from
a wizard just casting Haste himself at the start of every fight, but at least then
the wizard is using a standard action and one of his 3rd-level slots (or a swift
action and a 7th-level slot). The familiar gives you an action-free compromise
for a small gold fee.

When you look at those kinds of buffs in this light, the extra actions from your
familiar do look like they could be worth it if your campaign has enough
wealth.

So when selecting your wands, you need to think of buffs that you would like
every battle, but would rather not spend the standard actions placing on your
party. Here are a few that I consider worth the trouble:
Blur: Not usually worth the standard action to cast on yourself, but it’s
potentially worthwhile to cast, making it perfect for your familiar to do.

Enlarge Person: You need to be 9th level to get the Permanency spell and put
this on your fighter forever. But, four wands of Enlarge Person (For the entire
career) is 500 gold more than the 2,500 gold cost to make it permanent.
Either way it may be worth picking up until level 9 just to save yourself the
actions.

Enervation: Also expensive, but as far as actions your Familiar could be


performing, if the target has no spell resistance, this is probably the best
thing ever.

Protection from Evil: An easy AC bonus and an extra saving throw if your allies
happened to have been enchanted by an evil creature.

Haste: An expensive 3rd level wand, but this is something you definitely want
every combat.

Magic Missile: You may want to make the extra expense for the 5 missiles.
Makes a decently reliable damage source from your Familiar.

Mirror Image: This one your familiar can’t help you out with because the range
is personal, but it is a defensive buff that’s overall better than trying to boost
your AC. Having it as a wand can save you immensely on spell slots.

Mage Armor: Since you can cast this on your buddies, this could be an easy 4
armor to them if they aren’t wearing any armor. Considering your familiar
can’t really use Wands until level 7, only your Monk will be really happy you
went this route instead of snagging a pearl of power earlier on to cast it on
both of you each day.

Invisibility: As a contingency for before you have a Ring.

Silent Image: Duration of Concentration really hurts you, but if your familiar is
concentrating instead, you can pull off all kinds of great things with this.

Telekinetic Charge: This gets really expensive to use since it’s a one-time
benefit, but this spell is already amazing for getting your BSF into position for
his full round of attacks. Saving yourself the standard action only serves to
make it more amazing.
Summon Monster
Summoning Monsters, as it’s been said, is an effective mode of casting because
it it doesn’t bother with saving throws or spell resistance. It can be an
overwhelming spell because of the various options, and this guide is meant to
help divide those options up between the good and the bad through analyses.
I have included a list of the various features available at the top of each Summon
Monster spell for quick reference if you are looking for a specific effect
or combat maneuver. In brackets I’ve displayed the stats with Augment
Summoning, and in one case with Smite Evil.

Alternate Summons: I have included in this guide all of the alternate summons
listed on the OGC. These all come from various sources which are listed next to
the monster in parenthesis. Read more about them in the OGC entry. Basically,
they are completely non-core and usually require some decidedly unwizardly
things to acquire officially. But, in case your DM allows you to use them for
some reason, they’re here for comparison. I include their stats in purple in the
summaries.

Table of Contents
Back to Main Document
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Monster IX

Summon Monster I
Spell-Like Abilities
None

Combat Maneuvers
None

Special Attacks
Disease: Filth Fever (DC 11 [13] Fort) Dire Rat
Poison: Con Damage (DC 10 [12] Fort) Poisonous Frog

Special Features
10’ Radius Light: Luminescence Fire Beetle

Best Damage: Eagle (3 attacks at +3 dealing 1d4 [+1])


Best Tank: Pony (13 hp, which is high for this level.)
Monsters
Dire Rat: Nothing more than a weak flanking buddy with an annoying disease
that has too long an onset to consider.

Dog: Only a little better than the Rat for damage and HP. The tracking ability
would be good if this spell didn’t last 1 round/level.

Dolphin: Has a good chunk of HP, but basically the same thing as the Dog and
Rat. Necessary for Aquatic areas.

Eagle: Surprisingly good for damage, sporting 3 attacks and the ability to fly.
The mobility is moot when you’re trying to make all three attacks at once, but
for damage is a good choice. Still small sized for flanks.

Fire Beetle: For such a cool name, all this thing does is shed light. Its stats are
bad compared to the other options, even with its ability to fly.

Poisonous Frog: Terribly slow and does no damage. Tiny size means it also
won’t flank. Poison is an interesting feature, but the DC is too low to consider.

Pony: Has two attacks, but they’re pretty weak. The feature most unique to
the pony this level is that it has the most hitpoints, being just ahead of the
Dolphin. The speed is nice for getting into flanking positions, but the Dog has
just as good speed. The Summon Mount spell can also summon a pony though
and it lasts 2 hours/level there.

Viper: A bit faster than the Frog, and harder to hit, but overall not worth your
attention.

Alternate Summons
Bloody Human Skeleton: (AP47) A good grounded creature for damage with its
2 claw attacks. Also has Damage reduction which could be helpful for making
up for its low HP.

Conclusion
Summon Monster I is not really worth the 1st level slot. Most of these guys are
only really worth considering when you have Augment Summoning, and you
can’t get that until you’re able to cast Summon Monster II (unless you’re
human.) Overall this is able to provide a flanking buddy, and that’s about all
it’s good for (Well, besides creative uses like Trapfinding that is.)
Final Rating: Orange

Summon Monster II
Spell-Like Abilities
3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics
(DC 14) - Grig

Combat Maneuvers
Grapple: Squid (+8 [10]); Giant Frog (+7 [9]); Octopus (+5 [7])
Trip: Hyena (+3 [5]); Wolf (+2 [4])

Special Attacks
Poison: Dex Damage (DC 13 [15] Fort) Giant Centipede
Poison: Str Damage (DC 14 [16] Fort) Giant Spider
Disease: -2 Dex -2 CHA (DC 12 Fort) (One Application) Goblin Dog
Fascinate: Dance (DC 12 Will) Grig

Special Features
Scent: Giant Ant Worker; Giant Frog; Goblin Dog; Hyena; Wolf
Tremorsense: Giant Ant; Earth Elemental
See in Darkness: Lemure

Best Damage: Lemure (2 attacks +2 to hit (1d4) damage)


Best Tank: Giant Ant Worker (18 hp, 2 hit dice)
Best Previous Level Summon: Eagles

Monsters
Giant Ant Worker: Fast and full of HP, but not much else to contribute.

Small Elementals: A lot of energy coverage here, and a host of different


movement modes and quirks. My favorite is the Air Elemental for speed and for
the ability to change into a whirlwind.

Giant Centipede: The Poison DC is decent if you have Augment Summoning,


though Dex damage isn’t as good as hitting Constitution. Besides the poison,
this has little else to offer.
Giant Frog: Its HP isn’t as good as the Giant Ant Worker, but it has a +9 to
grapple (with augment summoning) and the unique 15’ reach on that ability to
grapple. Grab is part of its bite as well. Swallow whole is interesting if you’re
fighting small creatures, since you could effectively grapple two creatures at
once with it.

Giant Spider: Tremorsense and a relatively high DC poison that targets strength
makes this guy worth considering. If you know something is invisible in the
room, summon this guy and then glitterdust the square he starts attacking.

Goblin Dog: Slightly more damage with its single attack than some of the other
options, and while Allergic Reaction is a disease it has an instant application.
The DC is a just a little low on the disease though, and if this guy gets attacked
he’s going down pretty quick.

Horse: Besides being celestial, there isn’t THAT much reason to summon this guy
instead of just casting the level 1 mount. With the Ant in this group, he doesn’t
even get to be a tank. His large size takes up space, but as mentioned, you
could do that with a level 1 spell.

Hyena: Like the goblin dog for damage, but gets Trip with his attack. The CMB
isn’t terribly high (+5 with Augment Summoning), but it is part of the attack.

Lemure: Has two attacks with a decent to-hit, making him potentially a good
damage dealer if you can get full round attacks with him. Not really much else
to say. He can see in any darkness including deeper darkness so that gives him
some niche use.

Octopus: A great underwater option that has it all. +7 grapple (With augment
summoning), super fast speed, a decent poison, grab as part of his full round
action, and an Ink Cloud. I didn’t list his abilities up above because he’s not a
general use summon, but definitely think about him if you’re fighting in water.

Squid: A more specialized octopus with a +10 grapple (With augment


summoning). I like this more than the Octopus, but the Octopus is more well
rounded.

Wolf: Pretty much outclassed by the Hyena for anything he does except
perception.

Alternate Summons
Elk: (AP32) Fairly bland option, but does slightly more damage than the Ant
because of the secondary attacks.

Grig: (AP50) If you’re allowed to summon him, he’s your first option for SLAs.
Pyrotechnics and Entangle are pretty good SLAs, both having good effects
even if the enemy makes their saves. His addition to the list makes Summon
Monster II that much more versatile as a memorization slot.

Hell Hound: (AP29) Fantastic damage, incredible HP, and AOE make this a
pretty good option if all you’re looking to do is provide a body and damage
support.

Merfolk: (AP 38) Compared to the other three water options, completely
uninteresting.

Reefclaw: (AP55) As good as the squid at grappling, but lacks the same mobility
options. The poison and two opportunities to grab however may make you
consider him over the squid.

Snake, Venemous: (AP42) I’m starting to see a pattern with these creatures
whose only feature is a low DC poison and nothing else. I wouldn’t bother with
this guy. It is worthy to note that his poison does target CON which in my
opinion is a better target than the other physical stats.

Conclusion
For the level, Summon Monster II has some great options that will certainly tide
you over until Summon Monster III. Grappling is your best option here. The
Hyena’s trip is a few steps below what your fighter or even you with Toppling
spell could do, though it is part of his attack.
Final Rating: Green or Blue if you can summon alternatives.

Summon Monster III


Spell-Like Abilities
1/day—cause fear (DC 11), stinking cloud (DC 13) - Dretch

At Will—aid, continual flame, detect evil - Lantern Archon

At will—invisibility (self only) 1/day—hide from undead, sound burst


(DC 15) 3/day—speak with dead (6 questions, CL 12th) - Nosoi
Psychopomp
Constant--know direction, speak with animals At will--dancing lights,
prestidigitation, stabilize 1/day--dimension door (self plus 5 lbs. of
objects only) 1/week--commune (6 questions, CL 12th) - Silvanshee
Agathion

Combat Maneuvers
Grapple: Leopard (+7 [9]); Choker (+8 [10]); Constrictor Snake (+9 [11]
); Monitor Lizard (+9 [11]); Crocodile (+11 [13])
Trip: Cheetah (+5 [7])

Special Attacks
Poison: Dexterity Damage (DC 14 [16] Fort) Monitor Lizard
Silence: Strangle (Grapple) Choker

Special Features
Scent: Giant Ant Soldier; Ape; Cheetah; Leopard; Monitor Lizard;
Wolverine
Blindsense: Dire Bat

Best Damage: Leopard (5 attacks on a pounce, +8 to hit on each,


1(1d6+3[+3]) and 4(1d3+3[+3]) damage)
Best Tank: Crocodile (22hp, 3 hit dice)
Best Previous Level Summon: Hyenas (Though not better than
anything this level, may get lucky on multiple trip attempts.)

Monsters
Giant Ant Soldier: With the addition of grab, this is a big step up from the level
2 version.

Ape: Two slam attacks for decent damage with a rather lackluster to-hit. That’s
about it.

Auroch: Trample is something you could take advantage of with Summon


Monster IV and Superior Summons, but the damage isn’t as good as some
other options. What you’re really looking at here is the +7 to-hit and the
1d8+9 damage (more with Augmented Summoning.) That makes it a very nice
damage option included with its large size for battlefield control.

Boar: I almost typed “Bore”, which pretty much describes this option. Damage
isn’t as good as the Auroch and it’s only medium sized (And there are better
Medium Sized options.)

Cheetah: Definitely a step up as a tripper from the Hyena, and it has more
attacks with fairly high to-hit on each of them, making this a good well-
rounded option. The multiple attacks make it pretty equal to the Auroch as a
damage option if it can make full-round attacks, but it doesn’t take up as much
space. 500 feet on a charge is awesome and nothing is going to get away
from that. The CMB on trip isn’t high, but it enjoys being part of the Cheetah’s
attack.

Constrictor Snake: Basic grappler good for locking out a single target and still
doing damage to them with Constrict. +9 [11] grapple is a natural step up
from the SMII options and the damage is pretty good.
Crocodile: A vicious option dealing damage similar to the Cheetah and Auroch
on a full round of attacks (though the to-hit is low on the secondary attacks)
but the key seller here is the +11 [13] grapple check on a bite with grab. The
death roll is just icing on the cake if the creature is medium or smaller.

Dire Bat: It can fly. It also has Blindsense so it can be an invisibility detector. Its
damage is decent.

Dretch: An SLA summon that doesn’t surpass the Grig of the previous level,
but you might not even be able to summon the Grig. Without the Grig as a
competitor the Stinking Cloud is a decent thing to drop and then have this
guy take up space, but the DC on Stinking Cloud is so low that you might just
end up with an effective obscuring mist. Not an awful summon, but I think I’d
rather take a crocodile and have a better chance at locking a single target out.

Electric Eel: This aquatic type gets a touch attack that has a DC 15[17] stun
effect, and it can be part of its full-round of attacks. Damage is minor, but the
stun could be a big deal, and makes a good alternative to combat maneuvers
for locking a target out.

Lantern Archon: The nice thing about buffs is that DCs don’t matter. Aid isn’t
particularly good, but it’s not wasting your standard actions to do it, and could
mean more party damage than the Archon just attacking. Aura of Menace is
neat, but that DC is low. Touch attacks mean decent and consistent damage,
but the fact that it’s ranged means that it can’t be a flanking buddy. Definitely
something that is worthy to note when you can summon mulltiple Archons
however (with SMIV), its light rays are dependable damage and multiple
auras and Aids could be very helpful. Abraham Spalding in the Paizo Forums
suggests using this with Bardic Performance to get bonus damage from Inspire
Courage. If you don’t have a Bard, you can also use the Summon Monster VI
Lillend for at least a half powered inspire courage. Also note that this guy has a
splendid 10/evil DR, pretty high for the level.

Leopard: The inclusion of Rake with Pounce as well as Grapple make this a fairly
strong damage option, particularly if you use Smite Evil.

Monitor Lizard: A grappler on par with the snake, but has poison instead of
constrict.

Shark: You think that this would be much cooler, but the Eel or even the
Crocodile are simply better aquatic options all around.

Wolverine: Even with the Rage (which requires him to get hit) his damage is too
close to the Cheetah to consider him as a better option. He can burrow though,
and has good perception, so I guess that’s a little unique.

Alternate Summons
Blink Dog: (AP41) Cool movement with Dimension Door, making him easy to
position for Flanks, and he’s really hard to hit. That’s all he’s really got going
for him.

Choker: (AP23) An otherwise inferior grappler that has one niche - it can silence
the foe it grapples. Consider this when you’re up against casters since the
inferior CMB on grapple won’t matter as much on them anyway.
Dire Boar: (AP32) Wait, they added this guy to Summon Monster III? What
about the Boar? He feels left out! Well, the regular Boar feels left out anyway,
because he sucks. This guy though does great damage and is full of HP for this
level.

Iron Cobra (No poison): (AP35) Dire Boar is probably too good for the level, and
this guy is a total stinker. No poison means there isn’t anything to like about
this guy, except maybe his actually pretty high defenses.

Nosoi Psychopomp: (AP44) Oh hey look! You get Speak With Dead on your
spell list now! (That is if your DM allows it.) That makes this guy blue without
considering everything else. Damage Reduction would make him a decent tank
if he wasn’t tiny.

Silvanshee Agathion: (AP50) And another Improved Familiar now on your


Summon Monster list. This one isn’t quite as helpful as the Nosoi. It can do
Lay on Hands though, so it’s a healing spell. A very expensive 3rd level healing
spell for 1d6 damage healed. You can use him to speak with Animals, which is
all I can think of using him for.

Conclusion
Summon Monster III has some fairly powerful options for damage and grappling
especially, and it is diverse enough to make it a very versatile memorization.
Final Rating: Blue

Summon Monster IV
Spell-Like Abilities
1/day - Gust of Wind, Blur, Wind Wall, Soften Earth and Stone, Scorching
Ray, Heat Metal, Magic Missile, Chill Metal, Shocking Grasp, Lightning
Bolt, Pyrotechnics, Acid Arrow, Stinking Cloud (DC 15), Glitterdust,
Ember Storm- Various Mephits

Combat Maneuvers
Bull Rush: Bison (+14 [16]); Earth Elemental (+11 [13])
Grapple: Giant Ant Drone (+9 [11][13]); Lion (+11 [13]); Giant Mantis
(+9 [11]); Tiger (+15 [17]); Gibbering Mouther (+7 [9])
Trip: Dire Wolf (+8 [10])

Special Attacks
Poison: Strength Damage (DC 13 [14] Fort) Giant Ant; (DC 17 [19])
Giant Scorpion
Poison: Dexterity Damage (DC 18 [20] Fort) Giant Wasp
Power Attack: Bison; Earth Elemental; Water Elemental
Poison: Constitution Damage (DC 14 [16] Fort) Amphisbaena
Dimensional Anchor Bite: Cerberi (DC 18 Fort)
Confusion: Gibbering (DC 13 Will) Gibbering Mouther
Blind: (DC 18 [20] Ref) Gibbering Mouther
Difficult Terrain: 5’ Square Gibbering Mouther

Special Features
Scent: Giant Ant Drone; Bison; Deinonychus; Dire Ape; Dire Boar; Dire
Wolf; Hound Archon; Lion; Pterosaur
Tremorsense: Earth Elemental; Giant Scorpion
Detect Evil: Hound Archon
Incorporeal Scent: Cerberi
All-Around Vision: Gibbering Mouther

Best Damage: Lion (5 attacks on a pounce, +9 to hit on each,


1(1d8+5[+5]) and 4(1d4+5[+5]) damage)
Best Tank: Bison (42 HP, 5 Hit Dice, and 5/evil damage
reduction.)
Best Previous Level Summon: Lantern Archons. DR penetrating
lasers that can even be buffed with Bardic Performance or similar
type buff.

Monsters
Giant Ant Drone: Poison mixed into attacks is a nice bonus from the
previous level, but what really makes this usable is the fact that he’s
actually got some Charisma on him, making his smite evil grant a
+2 on to-hit and grapple. This raises the Grapple with Augmented
Summons against evil targets to +13. +13 on grapple is pretty last
level but he isn’t terrible with the other features and the DC on the
poison is relatively high. HP is however about half of what it should be
for the level.

Bison: Has lots of HP and can Bull Rush. Pay attention to the feats - it gets
Improved Bullrush, increasing its base Bullrush CMB to +14. Also gets Power
Attack letting it increase its damage as you please. Overall a good large-sized
tank with a little bit of Control.

Deinonychus: Gets pounce and four attacks. None of the attacks have a very
good to-hit though, so the damage isn’t as good as it looks. Pounce is nice
though.

Dire Ape: Ugh, what happened to this guy? He’s got no combat maneuvers, his
attacks have low to-hit. His strength is poor compared to the Bison. I wouldn’t
ever bother summoning this guy. His damage is only decent if the target is
evil.

Dire Boar: In this level he’s gotta compete with the Bison, and it’s just not
happening.

Dire Wolf: He’s a natural step-up from the cheetah as a tripper but lacks some
of the pizzazz the Cheetah had. With a +10 to trip (with augment summoning)
his chances to knock enemies prone are still pretty low as usual, but the CMD
scaling really hurts him.

Medium Elemental: Damage isn’t that great. Earth Elementals get Tremorsense
for detection. Air elementals can still whirlwind but the DC is pretty low now. If
you’re fighting a metal creature, The Lightning Elemental will completely own
them with its +18 bonus to four combat maneuvers when it charges them.
Besides that kind of a mediocre option.
Giant Scorpion: Slightly low to-hits, but the poison actually has a half-way
decent DC. The poison damages strength and could shut down many non-
poison-immune targets with lower fortitudes.

Giant Wasp: A good level for poison. This one’s DC can reach 20 with
Augmented Summoning. Damages Dexterity.

Grizzly Bear: Another summon that should be much cooler, but sucks for the
summon level.

Hell Hound: Was a much better option as a Summon Monster II alternate.


Not so good in its original level. Could add some fire damage if you need fire
though.

Hound Archon: The Aura of Menace has a little better DC now, but what really
makes this one worth considering is the constant magic circle against evil.
You get your flanking partner and protection spell in one go, potentially saving
you actions. His damage is decent with the Greatsword and he gets Power
Attack to boost it. Also sports the 10 damage reduction that some of the other
celestial creatures have this level. Not bad.

Lion: An upgrade to the previous level’s Leopard. The grapple is a big step up,
but it isn’t better than the Crocodile of the previous level. Five attacks on the
pounce is really what makes this guy shine.

Mephit: The various mephits provide a host of different spell-like abilities, but
you have to choose which mephit you bring out, and you can only bring out
one of them. Most of their SLAs are going to be one-time shots and not terribly
good one time shots. Just cast the spell yourself. Once the SLA is gone, these
provide little else to combat. However, completely unplanned situations might
merit a Mephit Summon just to get the spell you need in the nick of time.

Pterosaur: The only thing good about this guy is that he’s a flier. His damage is
weak and literally offers nothing else (I’m feeling a little redundant here this
level.)

Rhinoceros: The only contender against the Bison this level for damage, and
that’s only for his charge. The problem is to keep contending he has to keep
charging, which means he’s gotta keep moving. As a tank you want them to
stick around and be a flanking buddy.

Alternate Summons
Amphisbaena: (AP42) Has a pretty good to-hit with two bite attacks that can
apply poison. DC on poison is mediocre, but you’ll get multiple shots at it, and
it damages the better Constitution. The split factor is interesting but it may
never come up.

Cerberi: (AP29) This has a massive number of HP and a couple of unique


features - it has built in Dimensional Anchor that pierces spell resistance (But
has a Fort DC of 18) and it can scent out incorporeal creatures.

Giant Mantis: (AP53) With a relatively low grapple, low to-hit and low damage,
this guy feels out of place in this level.

Gibbering Mouther: (AP23) This guy has a lot of things he can do. Blind as a
Free Action, 6 bites that all allow a grapple, create difficult terrain, and even
confusion. I’d avoid the Confusion unless you’re out of range though.
Grick: (AP23) A strange giant worm that doesn’t seem to serve any purpose.

Tiger: (AP53) You heard it here first; Tigers are better than Lions. A fantastic
option for grappling and damage.

Conclusion
This level lacks a lot of viable variety compared to level 3. Without using the
non-core alternatives, the Bison, the Lion, and the Hound Archon are the only
things really worth summoning at any given time. Those options are good
enough to consider still memorizing this though. You also could just use it to
take advantage of superior summons and rain Crocodiles on the place. It’s also
worthy to note that some creatures like the Bison actually have 5 HD this time
around which activates the Celestial/Fiendish damage reduction, making them
even better tanks.
Final Rating: Blue

Summon Monster V
Spell-Like Abilities
Constant—see invisibility At will—darkness, dispel magic - Babau

At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image,
wind wall 2/day—lightning bolt (DC 15), cure serious wounds - Bralani
Azata

Constant--detect evil, mage armor, speak with animals At will--invisibility


(self only) 3/day--charm monster (DC 17), dispel evil (DC 18), flame
arrow, holy smite (DC 17), dimension door (self plus 50 lbs. of objects
only), remove disease 1/day--major image (DC 16) - Vulpinal

Combat Maneuvers
Overrun: Ankylosaurus (+19 [21])
Bullrush: Akylosaurus (+19 [21])
Grapple: Dire Lion (+18 [20]); Xill (+16 [18]); Salamander (+15 [17])
Greater Bullrush: Earth Elemental (+20 [22])

Special Attacks
Daze: Dazing Attack (DC 23 [25] Fort) Ankylosaurus
Bleed: 2 hp per round (DC 17 heal) Barbazu
Disease: Devil Chills (DC 17 1d4 days Fort) Barbazu
Blast: 3d6 damage (DC 17 [19] Ref) Bralani Azata
Power Atack: Earth Elemental; Water Elemental
Great Cleave: Water Elemental
Chain Dance: Chain Devil
Shaken: Gaze Attack (DC 15 Will) Chain Devil
Poison: Constitution Damage (DC 17 [19] Fort) Emperor Cobra
Fear/Nausea/Paralyses/-2 Debuff: Moan (DC 15 Fort or Will) Cloaker
Calm Emotions Aura (DC 15 Will) Vulpinal

Special Features
Scent: Dire Lion

Best Damage: Babau (3 attacks, +12 to hit each, 3(3d6+5)


damage when flanking)
Best Tank: Ankylosaurus (75 hp, 10 hit dice, and 5/evil DR) or
Large Earth Elemental (68 hp, 8 hit dice, and 5/- DR.)
Best Previous Level Summon: Lions

Monsters
Ankylosaurus: Right out of the box this guy has a better CMB than we’ve seen
so far, but he even comes with Improved Overrun and Improved Bullrush.
To top it off his attacks all have a Dazing effect with a very good DC on
them - strength based even making it even more effective with Augmented
Summoning. Huge Size is also a good thing, though can be restrictive.

Babau: A great damage dealer with a 2d6 sneak attack and 3 attacks with
decent to-hit. Since you’re going to be using him for flanking anyway, you’re
totally going to be taking advantage of this. Also comes with some good SLAs
including straight up See Invisibility and Dispel Magic. Longspear gives him a
reach option, but the to-hit on the claws are generally better.

Barbazu (Bearded Devil): His damage isn’t as good as the Babau, he can
cause bleeding, and if they stack that could be devastating if your target is
susceptible to that. The disease, like all diseases, has too long an onset to
bother with most of the time.

Bralani Azata: Has a good number of SLAs, but most of them with low saves.
Has two cure moderate wounds for a jam (See the various threads on why
healing in battle is usually not worth it.) Its damage is okay in general but
mostly for its AOE damage support.

Dire Lion: Pounce, grab, and rake. This time around with a decent CMB, nearly
double what it was last level.

Large Elementals: Next verse same as the first... and second... Actually no.
This time the Earth Elemental has greater bullrush, getting your buddies
Attacks of Opportunities with it. Lightning Elementals are still amazing against
metal creatures. You should also see if your DM will let you summon positive
and negative energy elementals for the channeling. A few good options here.
Earth Elemental is probably my favorite though.

Giant Moray Eel: An underwater grappler but the CMB is a bit low compared to
the level and what other monsters here are doing. As one of two options for
underwater though you may have to use him, or not use Summon Monster V.

Evangalist Kyton (Chain Devil): Damage-wise not as good as the Babau. Has a
minor gaze attack that causes the shaken condition, but has a relatively low DC.
What makes the Kyton interesting is the Chain Dance ability. Depending on how
you interpret it, it can be amazing or pointless. The text says “The chains attack
as effectively as the Kyton itself” which raises the question whether or not the
chains threaten their squares. If they do threaten their squares, then the Kyton
can be effectively 5 monsters as far as flanking is concerned. If they don’t then
the Kyton is merely a decent damage option with reach. Carry your own chains
for your Kyton to animate if your DM agrees that they threaten their squares.
Orca: Huge size is cool. Last level damage is not as cool. Its base CMB is higher
than most monsters here though if you want to force it to do some combat
maneuver tricks.

Salamander: Surprisingly fills a similar role to the Lion with Grappling. Fire
damage might be something that would make you summon this before the Lion,
but the Lion seems to do the job a little better.

Woolly Rhinoceros: Only a small step up from the previous level which
suggests to me you should just summon two Rhinoceros for more damage. This
can trample, but you really want it to do the powerful charge.

Xill: A very well rounded option with good damage output with its many many
attacks along with ample opportunity to grab someone. It doesn’t say anything
about the multiple arms allowing it to still make two attacks while it’s grappled
something, or that it can use its other two arms to grapple something else, but
you may be able to convince your DM that it makes sense that it should. Its
ability to implant eggs is gross and it bears the question whether the eggs
disappear with the end of the spell. Paralysis also takes too long to take hold, not
to mention the low DC.

Alternate Summons
Emperor Cobra: (AP42) Someone looked at SMV and decided that it was
missing a monster whose only point was to poison its target, so they gone added
one. DC is okay and it targets CON. Damage on Bite is decent.

Cloaker: (AP41) The main attraction here is the Moan ability that can target
either Fort or Will. It would be a lot better if the DC was better, but the fact that
you can choose makes it possible to metagame a bit and choose one that the
enemy is less likely to resist. Engulf would be impressive if the creatures CMB
wasn’t so low.

Saltwater Merrow: (AP55) A better grappler than the Moray Eel, but that’s
about it.

Vulpinal: (AP50) Look at all those SLAs with decent DCs. With that list I’m sure
this thing will have plenty to do without noticing that its attack is mediocre. Also
has 6 lay on hands for 3d6 healing if you have extra rounds leftover (Though I
wouldn’t spend the 5th level slot just for the healing.)

Conclusion
The cream of this summon monster level is the Earth Elemental’s ability to
use greater bullrush. I also like the Babau as a flanking buddy because of
his damage output. Aside from that there is a lot of viable variety here, but
nothing that stands out as something you gotta have every battle.
Final Rating: Green

Summon Monster VI
Spell-Like Abilities
Constant—true seeing At will—fear (single target, DC 19), minor image
(DC 17), unholy blight (DC 19) - Erinyes Devil
3/day—darkness, hallucinatory terrain (DC 18), knock, light 1/day—
charm person (DC 15), speak with animals, speak with plants (Spells)
3rd (2/day)—charm monster (DC 17), cure serious wounds 2nd
(4/day)—hold person (DC 16), invisibility, sound burst (DC 16),
suggestion 1st (5/day)—charm person (DC 15), cure light wounds,
identify, sleep (DC 15) 0 (at will)—dancing lights, daze (DC 14),
detect magic, lullaby (DC 14), mage hand, read magic (DC 16) - Lillend
Azata

At will—deeper darkness, fear (DC 18), telekinesis (DC 19) 3/day—shadow


conjuration (DC 18), shadow evocation (DC 19) - Shadow Demon

At will—charm monster (DC 22), detect thoughts (DC 20), ethereal jaunt (self
plus 50 lbs. of objects only), suggestion (DC 21), vampiric touch 1/day—
dominate person (DC 23) - Succubus

At will—deathwatch, invisibility (self only) 3/day—bestow curse (DC 16),


locate creature, searing light (DC 16) - Vanth Psychopomp

Combat Maneuvers
Grapple: Dire Tiger (+23 [25]); Dire Bear (+19 [21]);
Greater Bullrush: Huge Earth Elemental (+25 [27])

Special Attacks
Power Attack: Huge Earth Elemental, Huge Water Elemental
Great Cleave: Huge Water Elemental
Entangle: +15 touch attack (DC 20 Escape Artist) Erinyes Devil
Panic: (DC 16 Will) Shadow Mastiff

Special Features
Scent: Dire Bear; Dire Tiger; Elephant

Best Damage: Dire Tiger (5 attacks on pounce, +18 to hit on


each, (4(2d4+8[+14]) and 1(2d6+8[+14] 19-20 crit) damage)
(!)
Best Tank: Huge Earth Elemental (95 hp, 10 hit dice, 5/- DR) or
Dire Tiger (108 hp, 14 hit dice, 10/evil DR)
Best Previous Level Summon: Ankylosaurus (Daze baby daze)

Monsters
Dire Bear: Is this guy for real? He’s barely an improvement on the SMV options.

Dire Tiger: Now we’re talking. Pounce and grab and rake away, this time doing
some serious damage and while holding them down with a +25 grapple check
(with Augmented Summoning.) This guy also hits 10 damage reduction for
being celestial/fiendish thanks to his high hit dice.

Elasmosaurus: Boring and barely an upgrade from the Orca.


Huge Elementals: Think last level but with more CMB, more damage, and just
better. Earth elemental is still the prime pick. Air elemental is as usual a fast
flier too, which applies to all levels, but this time he could carry a few of your
party members.

Elephant: Damage is okay. Base CMB however is incredible, making this guy
pretty versatile for any Combat Maneuver you’re willing to risk an Attack of
Opportunity for. Also has a very good +21 perception with Scent, which at CL
11 is phenomenal.

Erinyes Devil: If you want to Entangle something, she can do it pretty quick,
and then cause fear as much as she wants while her duration lasts. She can
also do some good AOE damage with Unholy Blight, but targeting Will with a
19 DC means that she’ll probably be doing half damage about half of the time,
and that’s only if you’re targeting good creatures. Her ranged damage is also
decent, so she makes a good Anti-Flier.

Giant Octopus: What? No Ink Jet? Anyway, pretty par for the course for aquatic
creatures now. Nothing really amazing, but if you must summon and it is an
aquatic environment, you have little other choices.

Invisible Stalker: I’m not entirely sure what advantage being invisible gives this
guy except that he can’t draw attacks from your allies. Sure he gets to attack
flat-footed opponents, but his damage isn’t that great when he does, at least
not for the level. I’m pretty sure invisible targets don’t flank either. This is
more of a problem if an enemy NPC summons it, not so good for you.

Lillend Azata: Bardic Performance! This is a good thing if you don’t have a bard.
A very good thing. And it’s even +2 inspire courage. Even if she does nothing
else during the summon, she’s adding a great deal to your party’s output just
by that. But, she also has some good SLAs and Spells, including Invisibility
which cast round after round could help your Rogue or even your BSF get
a Flat Footed round of attacks. Besides that her damage is mediocre (But
increases with Inspire Courage), and her grab ability has a really low CMB.
Damage is still a minor contribution in addition to her inspire courage if the
spells aren’t helpful to you.

Shadow Demon: Wait, this guy gets Magic Jar? Too bad you can’t use it because
of the expensive material component. The other SLAs are decent. He could
provide telekinetic support if nothing else (Though the combat maneuver
bonus is going to be a small +13.) The other SLAs aren’t exciting. One
interesting factor about this guy is that all his attacks are touch attacks, so if
you’re going up against something with a ton of AC he might be able to touch
through it. That and he’s incorporeal with a decent damage reduction to boot,
making him hard to hit and take down.

Shadow Mastiff: The AOE panic is interesting, but the DC is just too low - you’re
better off causing fear with the Erinyes Devil. Everything else about this guy is
lackluster and his ability to trip is pathetic even though it’s part of his attack.

Succubus: You’re not going to be able to pull off Energy Drain with that grapple
bonus (unless you get them to come over with suggestion instead) but the
other SLAs have very high DCs compared to other summoned monsters, and
if you’re in need of Enchantment antics this can get you Dominate Person,
Charm Monster, and other decent goodies.
Triceratops: Whoa, the Rhinoceros turned into a Dinosaur! And just like before,
you’re better off summoning multiple Woolly Rhinoceroses instead of this guy.

Alternate Summons
Bulette: (AP35) Rather sub-par compared to its competition in this level. A
shame that the typo on the OGC wasn’t correct, because he would be amazing
in SMIV (Though admittedly broken... probably.)

Griffon: (AP26) Basically a flying Lion from two Summon Monsters ago. Without
the grab feature.

Tylosaur: (AP55) A much better aquatic monster with a phenomenal +27 [29]
grapple and the swallow whole ability. (and actually a note on the side on the
OGC says that the CMB is an error and should be +35.) Gargantuan size also
means you can eat pretty much anything (besides the obvious.) Even if you’re
on land I’d think about summoning this just as a wall of flesh.

Vanth Psychopomp: (AP44) I didn’t put the Fear Aura up top because it’s
irrelevant by this point. And that just about describes everything else about
the Vanth. He seems to be a Summon Monster level too high for his abilities.

Conclusion
Summon Monster VI is the SM of the SLAs. Besides the upgrade to the Earth
Elemental’s Greater Bullrush and the Dire Tiger’s grapple rakefest, there’s little
in the way of Combat Maneuvers. In exchange we get the Succubus and her
ability to replace the need to memorize Enchantment spells and the Lillend
and her amazing ability to replace (somewhat) a party Bard. Fantastic level for
Summon Monster.
Final Rating: Blue

Summon Monster VII


Spell-Like Abilities
Constant—fly At will—dimensional anchor, invisibility (self only), major
image (DC 17), wall of ice 3/day—quickened invisibility (self only) -
Bone Devil

At will— telekinesis (DC 18) 1/day—heroism, mirror image - Vrock

Spells: 3rd—bestow curse (DC 16), contagion (DC 16), dispel magicD,
inflict serious wounds (DC 16) 2nd—death knellD (DC 15), hold
person (DC 15), inflict moderate wounds (DC 15), resist energy,
spiritual weapon 1st—cause fearD (DC 14), command (DC 14), divine
favor, obscuring mist, shield of faith 0—bleed (DC 13), detect magic,
guidance, resistance - Daughter of Ugathoa

Combat Maneuvers
Greater Overrun: Brachiosaurus (+32 [34]); Greater Earth Elemental
(+29 [31])
Greater Bullrush: Greater Earth Elemental (+29 [31])
Bullrush: Brachiosaurus (+32[34])
Grapple: Tyrannosaurus (+32 [34]); Dire Crocodile (+30 [32]); Giant
Anaconda (+30 [32]); Roc (+29 [31]); Behir (+22 [24]); Emkrah (+21
[23])

Special Attacks
Dismantle Armor: CMB check (+23 [25]) Bebilith
Rot: 2 Constitution per round (DC23 [25] Fort every round) Bebilith
Web: +11 ranged (DC 23 [25]) Bebilith
Power Attack: Bebilith; Brachiosaurus; Greater Earth Elemental
Great Cleave: Greater Water Elemental
Poison: Strength Damage (DC 20 [22] Fort) Bone Devil
Fear: Fear Aura (DC 19 Will) Bone Devil
Stun: 30-foot radius (DC 21 [23]) Vrock
Damage Over Time: Free Action Spores Vrock
Area of Effect Damage: Dance of Ruin 100’ radius Vrock

Special Features
Scent: Bebilith; Mastodon; Tyrannosaurus

Best Damage: Tyrannosaurus (+20 to hit, (4d6+22[+18])


damage.)
Best Tank: Brachiosaurus (171hp, 18 hit dice, 10/evil DR) or
Tyrannosaurus (153hp, 18 hit dice, 10/evil DR.)
Best Previous Level Summon: Dire Tigers

Monsters
Bebilith: This guy is a beast. He has an unusually unique use with removing a
target’s armor, but more importantly each round he has a fairly high DC poison
that drains constitution and the ability to toss fairly high DC webs around to
entangle foes. His damage is mediocre, but he makes up for it with oddball
utility.

Bone Devil: His full round of attacks deal decent damage, but the to-hit is low
for the level. Poison has a decent DC, but not so good that I’d go out of my
way to summon this guy for the poison. The Fear Aura could be useful and
won’t hit your allies since it’s so short ranged. Dimensional Anchor is cool if
you have this memorized and not the actual 4th level spell.

Brachiosaurus: Gargantuan size and +30 CMB. His damage is decent, but more
importantly he’s a great wall of flesh. Also note; Greater Overrun. Greater.
Overrun. Stompy stompy.

Dire Crocodile: Also known as the maw of “OH MY @*$@ LET ME GO!”.
Fantastic Damage with Grab as part of the attack, and top it off with Death Roll
and Swallow Whole. Also, Gargantuan Size. It’s really a shame that that means
there might be times you can’t summon this guy. But when you can he’s pretty
dang good.

Dire Shark: The not as good aquatic version of the Dire Crocodile, except
the Dire Crocodile has hold breath. The Shark DOES have keen scent and
blindsense though, so he may have a niche.

Greater Elementals: An upgrade from last time, but is now falling behind
the other options available. The Huge Size may be more feasible than the
otherwise better gargantuan options here though, so you may still consider
this.

Giant Squid: More damage than the shark, not as good of grapple. Smaller size
may be necessary in some cases.

Mastodon: Still has the perception benefit, but really kind of lackluster in this
group.

Roc: Can’t rip things to shreds like the Crocodile, but it can pick things up
(grappling them) and carry them off with its ability to fly (Preferably dropping
them in your hungry pit or something.)

Tyrannosaurus: Very similar to the Dire Crocodile. Once the Crocodile actually
swallows something, it does more damage. The T-Rex does more damage
upfront and has a better grapple check. That extra +2 to grapple edges out
the dinosaur in my mind, not to mention its better mobility. Oh, and remember
what I said about the Mastodon having a perception benefit? Yeah, he doesn’t.
The T-Rex has a +37 perception.

Vrock: Once per summon you can cast Heroism and a decent DC 21 AOE stun
(Just watch your allies). These are pretty good, but you’re going to have him
for at least 13 rounds. During those 13 rounds he can do mediocre damage
supplemented by the strange spores ability that does damage over time with
no discernible saving throw. Dance of Ruin is dangerous with its 100’ radius,
and more importantly its 3 round casting time. Once you can summon multiple
Vrocks you might find a strange situation where dealing 20d6 damage to a
100’ area is something you just gotta do. One other advantage the Vrock
has is that he’s only large sized, so in closed quarters he might be the best
summon you can get this level.

Alternate Summons
Behir: (AP35) CMB for grapple is mediocre and so is the damage afterward. It
tries hard with its 6 claws with rake, but it’s not likely going to keep creatures for
very long with such a low CMB.

Daughter of Urgathoa: (AP47) Though she has a selection of spells, they’re


all pretty low level with too low DCs for a 7th level spell. Her damage isn’t
particularly impressive either (Though if she crits it’s painful.)

Emkrah: (AP23) Another mostly uninteresting option like the Behir, though it
does have a possible niche with its acid damage.

Giant Anaconda: (AP 42) This guy is trying to be the Dire Crocodile, and he
does such a good job he beats the Dire Crocodile. Massive damage as this guy
puts the squeeze on the enemy.

Young Frost Giant: (AP38) Not particularly good nor does it add much.

Conclusion
Summon Monster VII’s biggest problem is that its best options are Gargantuan,
which in many cases that’s wonderful, but in some cases you’re just not going
to have room to summon them. But if you have the room the monsters here
are wildly powerful.
Final Rating: Blue
Summon Monster VIII
Spell-Like Abilities
At will—hold person (DC 17), major image (DC 17), produce flame,
pyrotechnics (DC 16), scorching ray (2 rays only) 1/day—order's wrath
(DC 18), unholy blight (DC 18) - Barbed Devil

At will—chaos hammer (DC 18), unholy blight (DC 18) 3/day—gaseous


form 1/day—blasphemy (DC 21) - Hezrou

Combat Maneuvers
Grapple: Hezrou (+23 [25]); Barbed Devil (+22 [24])
Greater Bull Rush: Elder Earth Elemental (+34 [36])
Greater Overrun: Elder Earth Elemental (+34 [36])

Special Attacks
Fear: DC 20 Will Barbed Devil
Power Attack: Greater Earth Elemental
Great Cleave: Greater Water Elemental
Nausea: DC 24 [26] Hezrou
Petrify: DC 21 [23] Gorgon

Best Damage: 1d3 Tyrannosauruses


Best Tank: 1d3 Brachiosauruses
Best Previous Level Summon: Tyrannosaurus

Monsters
Barbed Devil: Causes fear with each attack and is able to grab foes as well.
Grapple CMB isn’t very high especially for level 8. As far as the SLAs go, we’ve
seen better in lower levels.

Elder Elementals: The final step up from the previous elementals. Still not
adding much to actual abilities, but their ability to do them has improved.
Especially if your DM is allowing all the various alternate elementals, I’m sure
you can find something good here.

Hezrou Demon: CMBs still a lot lower than last level (Though no gargantuan
size so you might be able to actually fit this guy.) If you do grapple a target,
the nausea is fairly effective. Damage isn’t great, but not horrid.

Alternate Summons
Frost Giant: (AP38) Same thing as before. Not particularly good nor does it add
much.

Gorgon: (AP35) The gas breath is the best thing here as a save or die option,
but he can only do it every 1d4+1 rounds. Without that he’s really not very
good. (And even the DC is low on the petrification breath.)
Young Cloud Giant: (AP38) Still not terribly exciting for the level. These giants
just aren’t hacking it.

Conclusion
Summon Monster VIII’s main purpose seems to be summoning multiple monsters
from a previous list. Besides a couple of elementals, nothing here really does
anything better than what’s been done in a previous level, and that’s saying a
lot.
Final Rating: Orange

Summon Monster IX
Spell-Like Abilities
At Will—aid, continual flame, detect evil, discern lies (DC 20), dispel evil
(DC 21), dispel magic, holy aura (DC 24), holy smite (DC 20), holy
word (DC 23), invisibility (self only), plane shift (DC 23), remove curse,
remove disease, remove fear 7/day—cure light wounds, see invisibility
1/day—blade barrier (DC 22), heal - Astral Deva

Constant—detect evil, holy aura (DC 21), see invisibility At will—aid,


charm monster (DC 17), continual flame, cure light wounds, dancing
lights, detect thoughts (DC 15), disguise self, dispel magic, hold
monster (DC 18), greater invisibility (self only), major image (DC
16), 3/day—globe of invulnerability 1/day—chain lightning (DC 19),
prismatic spray (DC 20), wall of force Spells Prepared (CL 13th) 7th—
holy word (DC 21) 6th—banishment (DC 20), heal (DC 20) 5th—flame
strike (DC 19), true seeing 4th—death ward, dismissal (2) (DC 18),
divine power, restoration 3rd—cure serious wounds (3), searing light
(2) 2nd—aid, align weapon, bear's endurance, lesser restoration (2)
1st—bless, command (DC 15), divine favor, obscuring mist, shield of
faith 0 (at will)—detect magic, purify food and drink, stabilize, virtue -
Ghaele

Constant—true seeing At will—chaos hammer (DC 19), confusion (DC


19), dispel magic, mirror image, reverse gravity (DC 22), veil (self
only), unholy blight 1/day—power word stun - Glabrezu

Constant—fly At will—cone of cold (DC 20), ice storm, persistent image


(DC 20), wall of ice (DC 19) - Ice Devil

Constant—true seeing, unholy aura (DC 23) At will—call lightning (DC 18),
feeblemind (DC 20), greater dispel magic, slow (DC 18), - Nalfeshnee

Constant—magic circle against evil At will—aid, continual flame, detect


evil, message Spells Prepared (CL 14th) 7th—mass cure serious wounds
(2) 6th—banishment (DC 21), heal (2) 5th—dispel evil (DC 20), mass
cure light wounds, plane shift (DC 20), 4th—dismissal (DC 19), divine
power, neutralize poison (DC 19), spell immunity 3rd—cure serious
wounds, daylight, invisibility purge, magic vestment, protection from
energy 2nd—bull's strength, consecrate, cure moderate wounds (2), lesser
restoration (2), owl's wisdom 1st—bless, cure light wounds (3), divine favor,
sanctuary (DC 16), shield of faith - Trumpet Archon

Combat Maneuvers
None

Special Attacks
Bypass Damage Reduction: Touch AC Light Rays Ghaele
Daze: AOE (DC 22 Will)

Special Features
Detect Evil: Ghaele
See Invisibility: Ghaele
True Seeing: Nalfeshnee
Aura of Menace: Trumpet Archon
Magic Circle Against Evil: Trumpet Archon

Best Damage: Glabrezu (5 attacks, +20 to hit each, 2(2d8+11/


19-20) and 2(1d6+10) and 1(1d8+10) damage.)
Best Tank: Ice Devil (161hp, 14 Hit Dice, 10/good DR.)
Best Previous Level Summon: Tyrannosaurus

Monsters
Astral Deva: Heal, Holy Aura, and on occasion, Blade Barrier are all good casts.
The stun effect after two successful hits seems good. But, at CL 17 when you
first get this summon, the average monster AC is 35, meaning that the Deva
has a 60% chance of hitting with the first attack, and a 35% chance of hitting
with the second to activate the DC 25 or 20% chance of the enemy failing their
saving throw. This is better with Augment Summoning and Spell Perfection,
but I’m sure you can see that this isn’t the most dependable feature. So how is
her damage? Not as good as some of the previous levels. With defenses taken
into consideration, she’s a decent cast, but not fantastic.

Ghaele: Also gets Holy Aura and Heal, with the addition of Wall of Force,
Restoration, True seeing, and possibly a few others that are worth her casting
where the DCs don’t matter. Besides that she has niche support with her light
rays, which target Touch AC and bypass Damage Reduction. The damage isn’t
great, but it may be what you need to even affect some creature.

Glabrezu: You might get the occasional use out of Power Word Stun and Reverse
Gravity, but the other SLAs are all low DC. His damage is decent but his to-hit
is just a bit lower than what it should be.

Ice Devil: No SLAs really worth casting, and this guy wants to be the Astral Deva
with his slow effect on his blade. He does have the advantage that he gets a
chance to apply it on every hit though. Too bad his regular to-hit is sub-par for
the level (Though augment summoning helps.)

Nalfeshnee: Greater Dispel Magic at-will could be useful, except he’s using his
CL12 to try and pull it off. With a combination of his decent to-hit and damage-
dice, he rivals the Glabrezu as the best damage dealer this level.
Trumpet Archon: Comes with a now low DC Aura of Menace that could be
good if it actually works, but it also comes with the pretty decent magic circle
against evil. Besides that, he’s got heals. The rest of the SLAs are kind of weak
or don’t stack with the magic items you undoubtedly have.

Alternate Summons
Cloud Giant: (AP38) Sadly this is one of the better damage options you have
this level.

Young Storm Giant: (AP38) Better damage than anything else this level even
with the Young template.

Conclusion
I’m sadly underwhelmed. I came in here expecting to be excited because of all
the hype Treantmonk gave it, only to find a bunch of irrelevant options with
barely enough to-hit to harm anything. These guys are barely relevant at level
17, and at level 20 I’ll be reaching for a different spell to cast for sure. They
still provide the warm bodies that Summoning can provide, but I recommend
looking at lower lists to try and get multiple warm bodies if you can fit them.
To put things into perspective, the Tyrannosaurus of SMVII has the same to-
hit as the Glabrezu and does more than double the damage on each hit. He
doesn’t have multiple attacks, but multiple Tyrannosaurus’ not only give each
other flanking bonuses, but even two could outdamage the SMIX demon.
Final Rating: Orange
Spell List
THE COMPLETE Professor Q's
Guide to the Wizard

Sources: This list contains all the spells that are on the Pathfinder SRD website.
I have included the source for each spell in parenthesis, as well as a link to
the spell on the OGC. If there is no source listed, then it’s core. Everything
else, make sure you check with your DM if it’s legal in your campaign.

Combining Spells: A lot of spells are crummy by themselves but can be


awesome with other spells. Some spells are awesome by themselves and
get more awesome with another one cast on top of it. I try to mention what
comes off the top of my head when I’m rating these spells, but I try to make
the color of the spell based off of what it is by itself. Some spells will have
split colors to represent how good they are in a combo with metamagic or
other spells.
Because there is a nearly infinite number of possible spell combinations (or at
least too high to consider in a single guide) I recommend you look at this
thread on the Paizo Forums if you want some ideas.
0-Level Wizard Spells (Cantrips)
Abjuration
Resistance: Not bad for early on when you don’t have the (relatively cheap)
Cloak of Resistance. With its minute duration you could be tapping your allies
on the shoulders as you walk around the dungeon like a crazy nerd with an
OCD, hopefully extending it into combat. During combat probably not worth
your standard action.

Conjuration
Acid Splash: While you’re not likely to miss with this compared to using your
crossbow, I’d look for other things to do with your actions even early in the
game. It does have a function against regenerating creatures though.

Drench: (Blog) Clerics everywhere use Create Water to duplicate a similar effect
to this spell whenever there’s a fire. This spell is a lot more efficient about it.
If you see a lot of things on fire (even if you’re the cause of it) then you might
want to memorize this spell.

Divination
Detect Magic: Players are always interested in what is magical, meaning you’ll
probably have this memorized all the time.

Detect Poison: I have gotten some use out of this in a few murder mystery
plots. Great for social roleplaying where there’s a lot of backstabbing going
on. In a dungeon, probably not as good.

Read Magic: Your replacement for Use Magic Device for activating scrolls
and writing them in your spellbook. Just remember you only need to read a
particular spell once, meaning you might not have to memorize this every
day.

Enchantment
Daze: At the earliest levels it’s better than trying to deal 1d3 damage with Ray
of Frost or Acid Splash. The one-minute immunity makes it undependable as a
time-filler spell by itself.

Evocation
Breeze: (Blog) At first glance this doesn’t seem like much, but it has an hour
duration, and targets a creature, suggesting that it should follow them around.
That alone makes this worth considering in its circumstance. In a sense, this is
like a lesser endure elements for hot places too.

Dancing Lights: My preferred light spell. The range on this invites a lot of
creative uses as well, such as making a distraction.

Flare: Dazzle is an awful condition making this a candidate for the worst use of a
standard action.

Light: The advantage this has over Dancing Lights is the duration, which may
make you want to memorize it instead.

Penumbra: (Blog) This one was apparently replaced by Protective Penumbra


which uses a spell slot. If you have a Drow in your party or a similar creature
with light blindness and this Cantrip is available to you, this is a better option
since it can be kept up all the time and doesn’t use spell slots. Most players
won’t get much use out of it.

Ray of Frost: Very minor damage, though it does target touch AC making it
a little easier than firing your crossbow. Acid Splash has better utility as an
energy type though, making this one basically irrelevant.

Scoop: (Blog) This one is cool, but rarely useful. I can’t think of too many
situations in which you’d need to move liquids that you couldn’t just use a
bottle for. Scooping Lava and dropping it on your Crazy DM’s Adventure Game
Puzzle comes to mind, and if you have a DM like that, he’ll probably give you
this spell for that circumstance anyway

Spark: (APG) I like Spark. You light things on fire at a range. It uses verbal or
somatic components, so no one’s going to know you’re the Arson if you’re
discreet about it. Probably not a memorize every day spell though.
Illusion
Ghost Sound: Like other Illusion spells with no real set effect this is
extremely versatile and worth keeping around.

Haunted Fey Aspect: (UC)The flavor text is a lot better than the actual
effect. The extremely short duration and the standard action to cast makes
this “prevent 1 damage next time you take damage” spell just as bad as it
sounds.

Necromancy
Bleed: Way to be a jerk dude. Anyway, you can make someone resume dying by
using acid splash on them and you still get the range. Not really any reason at
all to memorize this.

Disrupt Undead: Hup tut buh Wha? A wizard dealing POSITIVE ENERGY? Yes
it’s true. And if you’re going against an undead dungeon at early levels, this is
actually not a bad pick.

Touch of Fatigue: Make sure your palms are sweaty and you haven’t washed
your hands in a while before you do this for extra creep factor. Not bad for a
zero level spell, but touch range makes it useless.
Transmutation
Jolt: (Blog) Hooray. You can now deal 1d3 damage with Electricity too. Not
generally worth the standard action.

Mage Hand: A personal favorite of mine. Yeah yeah, Prestidigitation says you
can do 2 lbs of telekinesis which probably makes it the better memorization,
but I dunno, having a “fetch me a soda” spell for a 25’ range is kind of cool.
Oh, and I’ve used it to remove caltrops placed in a hallway before, thwarting
a trap that some goblins had set up for us.

Mending: I’ve seen this used too, and even though it has a 10 minute casting
time, it’s not a bad one.

Message: If your DM is like some of mine, there is no out of character


discussions about the situation at hand. This lets you keep your planning
secret. Or you can use it to send messages across a room.

Open-Close: A trapfinding spell, a distraction, or prankful antics, this spell has


its uses.
Root: (Blog) It’s not a big bonus, but it’s a bigger bonus than most 0 level
spells. You’re probably never going to cast this since it’s difficult to size up
an opponent before battle and say “I bet he trips people”. If you know your
opponent however then you might consider this spell.

Universal
Arcane Mark: Good for Magus technicalities for extra attacks, not really terribly
useful for general use. Though I can think of a few creative uses for it, so don’t
forget you have it if you ever need to mark something.

Prestidigitation: Ah yes, everyone’s favorite spell. Just keep it memorized.


You’ll find some use for it I promise.
1st-Level Wizard Spells
Abjuration
Adjuring Step: (UC) Lets you take two 5’ steps in a round negating the need for
making concentration rolls, but the effect goes away as soon as you move or
do something harmful. Sounds really cool, but it’s not worth a standard action.
Also it lasts only one round per level, so it’s completely worthless at lower
levels where you’d probably need it the most. Would be worthwhile if you
could cast it on your fighter, letting him make more full round attacks because
you’ve effectively increased his threat range, but you can’t. This is outclassed
by Vanish even at first level.

Alarm: I’m sort of a fan of this one since I’ve used it a couple of times as a DM.
Works well as a sort of ranged divination that lets you know if anything has
moved toward your well laid trap. I would make this green but it does have
some very specific uses - not really general memorization material. I think it’s
definitely worth having in your spellbook.

Endure Elements: Not going to get to use this very often, but the 24 hour
duration from the get-go means that it does its job well enough to consider
having in the spellbook.

Hold Portal: A good idea, but too specific a situation to be generally useful.

Peace Bond: (UC) Sort of tries to keep an enemy’s weapon in its sheath. Cool
flavor. Most of the time if you think you’re going to need this they’ve already
drawn their weapons and you wasted your time memorizing this spell.

Protection from Evil/Good/Law/Chaos: Immunity to mind-affecting spells


and summoned evil creature’s natural attacks is a good (and very powerful)
thing. Not something you’ll need every day, but not a bad memorization
especially at early levels since it also gives you a bonus to AC and resistances.

Shield: +4 shield bonus to AC. Without a mithril buckler, this is going to be the
easiest Shield Bonus you can get. Can be helpful if you need that extra boost
to your AC, and +4 is a pretty good boost. Try to remember that it affects
Incorporeal Touch Attacks too, in case that ever comes up.

Shock Shield: (UC) A crappy version of Shield that you can dismiss for really
crappy damage that also allows a saving throw.

Theft Ward: (ARG:Tengu) You’re the only one who gets to enjoy the bonus,
but circumstantially useful if you happen to have the Macguffin Muffin in your
possession.

Winter Feathers: (ARG: Tengu) Endure elements for colder climates. Good for
the right campaign.

Conjuration
Abundant Ammunition: (UC) Circumstantially useful. I’d be more impressed if
this gave you a supply of black powder, since that stuff is expensive. If your
DM is a stickler for keeping track of arrows, or if you’re in a situation where
you’ve run out for some reason, your party member will appreciate the gesture
of making him more than a warm body.
Air Bubble: (UC) Also circumstantially useful. At least it would be if the duration
wasn’t so low. I like to think that this makes you look like a freaky space man.

Corrosive Touch: (UM) A really crappy damaging touch that’s not even cool
enough for the word “Blast”.

Grease: Love this spell. Quintessential battlefield control. Creates difficult terrain
and works as a ranged trip that will make your trip monkey jealous. Greasing up
weapons or even yourself has its uses too. The minute/level duration on this is
very nice as well.

Icicle Dagger: (UM) You can conjure a weapon. Or you can carry a weapon and
not memorize this.

Ki Arrow: (UM) While the effect of this is really cool for its flavor, it’s not for you.

Infernal Healing: (ISWG) Heal 10 hp over 10 rounds with the power of evil.
It’s not very powerful and probably not worth your standard action in combat,
but it does heal 10 damage at level 1 outside of combat, which is difficult
for even your Cleric to do. That usefulness drops off quickly as you level up
though. I personally wouldn’t memorize this very often.

Mage Armor: Eventually this is cast and forget. Basically this is your armor
unless you want to spend the funds to enchant some bracers or one of the no-
arcane-failure options listed in my equipment section.

Mount: 2 hours/level duration large sized chunk of meat. Takes up space in


battle, or gives you a long duration getaway vehicle.

Mudball: (ARG: Goblin) First level blind spell targeting reflex. Not bad for first
level, especially since it has no set duration. Standard action to remove
makes it a little too easy to get off though

Obscuring Mists: The fact that it has to be centered on you potentially messes
over your nearby allies, but if you’re in the back of the group and need to
make a visual divider for the battlefield, this is a go-to option.

Sow Thought: (ARG: Changling) Good roleplaying instrument. Permanent


Duration. I like it.

Stone Shield: (ARG: Oread) 1 round duration, but an immediate action. Not a
horrible way to use your first level slots when they don’t matter so much.

Stumble Gap: (APG) Not terrible. I like how it does stuff even if they succeed
their saving throw. The area is inferior to Grease which has the same reflex
effect. The benefit over grease is that it causes any creature moving through it
to actually trip instead of treating it as just difficult terrain. I still think Grease
is a better memorization though, not to mention it lasts a lot longer.

Summon Minor Monster: (UM) Tiny creatures don’t threaten their squares and
they don’t do much damage either. If you memorize this this and take Superior
Summons though you can summon a Rave of Rabid Rats, for what that’s
worth. You can add smite evil to all these little critters though... Maybe there
is some benefit to casting this. Not as much as with Summon Monster I I don’t
think. You probably don’t want to cast it unless you have Superior Summons
because you might roll a 1 on the number of creatures and then look like a real
buffoon. By the time you get Superior Summons you’re casting better spells
with your actions.

Summon Monster I: Not really worth the 1st level slot. Most of these guys
are only really worth considering when you have Augment Summoning, and
you can’t get that until you’re able to cast Summon Monster II (unless you’re
human.) Overall this is able to provide a flanking buddy, and that’s about all
it’s good for (Well, besides creative uses like Trapfinding that is.)

Unseen Servant: Effectively 20 lb. telekinesis that lasts 1 hour per level. It’s
the duration that makes it worth considering, and you can get this guy to do a
lot of great things. Eventually when it’s cast and forget, there’s not really any
reason to fetch your own drinks when this guy is around.

Web Bolt: (ARG: Drow) Single Target Web spell. Not really enough extra effects
to make it worth considering over some of the other movement impairing
effects at this level.

Divination
Anticipate Peril: (UM) Aptly named because you basically have to know the peril
is coming to benefit from this as it has only a minute per level duration. The
improvement to initiative is nice though, and you could be casting this before
you turn corners or open doors. I think it gets progressively better as you level
up and first level spells stop being as important for in-encounter slots.

Comprehend Languages: Usefulness depends on the DM and campaign, but


this is definitely one you’ll want to keep in your spellbook just in case.

Detect Charm: (ASol) A very specific form of Detect Magic. In a very rare
circumstance this is better than Sense Motive, and if you’re dealing with a
mystery plot where you think someone is using compulsion to frame someone
else, then you’ll want this spell. Otherwise you can probably safely skip it.

Detect Secret Doors: Useful depending on what kind of dungeon you’re in.
Concentration or minute/level duration means you basically have to suspect
the existence of the secret doors in the first place though. I think that this is
a great way to use up spell slots for no reason when you should really just be
using perception (or more appropriately, having someone else do it.)

Detect Undead: I dunno, this doesn’t seem that useful to me. I mean, if you
were trying to detect if someone was a vampire in disguise or something it
might be worth checking out. Or maybe you’re tomb raiding and want to know
which corpses might come bite you and which are just corpses. For the most
part though I don’t think you need it in your spellbook.

Identify: Good for early levels, useless once your spellcraft is high enough.

See Alignment: (UC) Detect Evil, except you have to choose the exact
alignment. So if they’re Neutral Evil, and you said Chaotic Evil, this spell was a
worthless cast. One thing this does have going for it is that unlike Detect Evil it
doesn’t have the level 5 floor, so you can detect creatures below that level.

True Strike: Touch attacks are the only thing I can think of you using this with
as a basic Wizard, and generally with those you don’t need this. Its personal
range is pretty restrictive. This is an example of something that might be good
to make into a potion for your friends.

Enchantment
Bungle: (UM) The offensive form of True Strike. This isn’t a mind-affecting spell,
so that’s nice. What’s not nice is that it doesn’t affect creatures above 10 HD.
So even if you might have considered this worth it (I don’t think it is, it even
offers a saving throw), it’s not worth it in the long run.

Charm Person: A Wizards replacement for putting points into the Diplomacy
skill, however, you need Charisma to ask the target to do anything. That’s not
entirely true, it only says that you need an opposed Charisma check “to give
orders” which in my opinion doesn’t discount you asking them nicely. But many
DMs in an attempt to make Charisma not a dump stat might require you to
make this Charisma check when you ask them to do anything at all. Still useful
for asking questions or general social roleplaying. Long duration too. This is not
a combat spell by any means.

Dazzling Blade: (RG) Feint isn’t very good, but disarm can be decent. I like
that this spell grows as you level up. It’s a bonus to a specific and slightly
circumstantial Combat Maneuver though, and though the Dazzle Discharge
effect is a free action for the Wielder, it’s not worth your standard action to
let him do that. The Blind is okay for first level, but it’s only one round. If you
have an ally that disarms people, he’ll be very grateful for a cast since CMDs
are pretty hard to beat. Of course, grease will do a similar thing and has a
multi-function.

Delusional Pride: (UM) This is like a double effect version of the Cleric’s Bane
spell, except that instead of lowering their saves, it actually raises them
against other mind-affecting spells. Bad.

Hypnotism: Perhaps better than charm person at earlier levels, but has no
longevity. To top it off the duration is poor and you can only make them
friendly for one request. If you’re ever in a “Talk it out” situation in a dungeon
or similar instance one request is all you might need.

Lock Gaze: (UC) You force an enemy to look at you if they fail their will save -
single target. They go blind if they stop looking at you for one round. If the
duration on the blindness was longer I’d like this more, but even then it’s still a
really weak single target save-or-suck spell.

Moment of Greatness: (UC) This sounds cool. Double the effects of a single
morale bonus of the target’s choice that lasts a good duration before they
use it. Obviously this is more useful if your allies are the type that bolster
morale bonuses - like Barbarians or Cavaliers. But when you consider it, many
common morale bonuses aren’t completely amazing when doubled, at least not
for a single action. It’s still AOE though and it’s still it’s better than the a lot of
other picks I’ve run across so far so if you are playing in a circumstance that
can make this good then pick it up.

Sleep: The most game breaking spell against CR1 or less creatures (That aren’t
undead.) And the most useless spell after level 4.

Unprepared Combatant: (UM) Targets Will to lower their Reflex. Could be


good in the right circumstance, but that makes it a poor pick for regular
memorization, especially being single target
Evocation
Burning Hands: One of two early reflex targeting spells that can be used for
Dazing Spell later on. The short range on this makes it tough to recommend
for that purpose though. In the earliest levels it’s good for rooms of mobs, but
Color Spray is a far superior option in that instance.
Ear Piercing Scream: (UM) This is a pretty solid level 1 spell memorization in
general. Moderate Damage (better than Shocking grasp for energy type though
its damage progression is slower) with the chance to make them dazed. Single
Target makes it less cool, but it’s better than other level 1 blast spells. If
you’re building yourself to lower an enemy’s saves, you could lock down your
target with this spell.
Flare Burst: (APG) As flare, but wastes a spell slot.

Floating Disk: Another one of those odd grandfathered spells that have been
around forever. The idea here is nice, but with Ant Haul and other options the
duration on this just doesn’t seem good enough to consider. This can do some
unusually unique things like transport liquid though. Just because I’m rating it
red for general use doesn’t mean you should forget it exists in case you need
to transport lava or something.

Hydraulic Push: (APG) This can be great at lower levels, but like with Toppling
Spell, as soon as you pass level 5 your odds of actually succeeding with this
drops off significantly. Your odds with Grease being successful also drops off,
but that’s AOE and there are other ways to improve it besides just raising
your intelligence. This doesn’t have that benefit. Still it could be good at lower
levels, and pushing things around is something that could be somewhat useful
for creatures with low CMDs too.

Magic Missile: Straight up and straightforward damage. Nothing really exciting


and a good way to blow all your slots real fast. It is super reliable if all you
want is damage though, and it is one of the few out-of-the-box ways to hit
incorporeals, so keep it in mind for that.

Shocking Grasp: They made the Magus so this could be a staple spell for
somebody because it certainly isn’t for you. Touch attack and a blast...
Memorize Magic Missile instead if you need to do damage.

Touch of Combustion: (ARG: Ifrit) I see this as an upgrade to the Spark


cantrip since you should probably avoid getting into melee for this. You also
better be sure you have Fire Resistance before using this.

Illusion
Blend: (ARG: Elf) A bonus to stealth that mimics the duration and drawbacks
of invisibility. +4 isn’t a huge number in the long run, but in the long run
you might as well just cast invisibility. I think in many cases Vanish will do a
Wizard just fine, but you can cast this on your Familiar if you want to give him
a little extra cover while he’s scouting around.

Color Spray: The other early level game-breaking spell. This will rock your
enemies hard. The range is precarious, but I’ve seen battles completely halted
thanks to this spell. Later on it drops off, but not completely since it is still an
early stun option.

Dazzling Blade: (RG) Feint isn’t very good, but disarm can be decent. I like
that this spell grows as you level up. It’s a bonus to a specific and slightly
circumstantial Combat Maneuver though, and though the Dazzle Discharge
effect is a free action for the Wielder, it’s not worth your standard action to
let him do that. The Blind is okay for first level, but it’s only one round. If you
have an ally that disarms people, he’ll be very grateful for a cast since CMDs
are pretty hard to beat. Of course, grease will do a similar thing and has a
multi-function.
Disguise Self: +10 to disguise with a longer duration than just casting
invisibility. I’m sure that some use for this may come up.

Illusion of Calm: (UC) This is an interesting way to avoid attacks of opportunity


while casting. The duration is also quite nice. The will save to disbelieve could
possibly thwart your plans though, and the standard action to cast this is
expensive if you don’t cast it ahead of battle.

Magic Aura: Day/Level duration makes me consider this being something


you might consider in the very odd circumstance you’ll need it. I’ve never
personally needed it but I can think of some scenarios that you might not want
someone noticing the pimped out loot you have on your person.

Negative Reaction: (UC) Turn someone into a total jerk. This is funny, but
probably not that useful generally.

Shadow Weapon: (UM) See Icicle Dagger. Although this is somehow a little
worse...

Silent Image: Pick your own spell, essentially. Basically your imagination is the
only limit of your power on this one, at least until someone touches it and gets
to make a will save. It makes a suitable distraction if nothing else.

Vanish: (APG) Great level 1 spell to memorize especially at higher levels when
you want your higher level slots to be spent on other things (like Metamagic).
It’s got a really short duration, but makes for a great escape spell.

Ventriloquism: Between Ghost Sound and Silent Image, the uses for this aren’t
very many. If you’re hiding invisible and want to carry out a conversation you
might want it.

Necromancy

Cause Fear: Single target lockout spell that targets 5 HD or less has to
be compared to Color Spray and Sleep which are multitarget and more
devastating. The only advantage this one has is that it causes the Shaken
Condition no matter what.

Chill Touch: Puts you too close to danger and actually doesn’t do that much
damage. The 1 strength is cool though as it is permanent and does stack with
itself. You can have your familiar do this, but it would only take a couple of
successful bad touches before you have a dead familiar. Better for your Magus
to use.

Decompose Corpse: (UM) Weird spell for those with a Skeleton Fetish. A slight
save or suck for undead with flesh. Great for sanitary purposes, otherwise it
doesn’t seem to be worth much.

Interrogation: (UM) Limited questions and the fact that your fighter could be
just as good at doing this makes this a bad pick.

Ray of Sickening: (UM) Ray of Enfeeblement is better because something


actually happens if they fail their save. I like Sickened, but it’s not good
enough for a single target spell that will likely fail.
Ray of Enfeeblement: Always inflicts some amount of Strength damage. The
short duration and inability to stack with itself though makes it limited in its
use.

Restore Corpse: (UM) Weird spell for those with a Skeleton Phobia. It doesn’t
even have a secondary effect unlike its brother spell. Heck you can’t even eat
the flesh! I guess these two spells are meant for the undead masters that want
to pick either Zombie or Skeleton minions. With that in mind, couldn’t these
have been AOE so you didn’t have to blow a spell per minion?

Sculpt Corpse: (APG) An interesting way to fake your own death, or hide your
murder. Probably not going to use this too often though.

Undine’s Curse: (ARG:Undine) Kind of pointless. Basically makes the target


die... if they’re unconscious. Yeah.

Transmutation
Alter Winds: (APG) Extremely circumstantial that I can’t really think of too many
uses for. I wish it let you change it by greater than a single step as you leveled
up.

Alchemical Tinkering: (ARG: Ratfolk) If you went Spellslinger, you’ll get more
use out of this.

Animate Rope: Kind of neat how you can direct it around as a move action. Not
so neat that it’s 1 round per level. That kind of means that it’s irrelevant before
it’s really useful. It also doesn’t sound like you can even move it around, just
cause it to entangle nearby creatures, which strikes me as a bit too weak.

Ant Haul: (APG) Good to cast on your BSF before you get Handy Haversacks.
Great duration, but won’t last the whole day until it becomes irrelevant. I
wouldn’t go out of my way to get this.

Break: (APG) Would be better if attended objects didn’t use their user’s fortitude
saves. Nice way to debuff foes, or break their armor. If you cast this twice, the
item is destroyed. Might not want to do that if you want to sell their stuff later
though. ZomB on the Paizo forums suggests using this to break a Wizard’s
bonded item, which is an excellent idea! (He specifically suggests lower level
Wizards to do it to higher level Wizards, which sounds more like DM antics to
me, but still a good idea, and very insulting :O...

Burning Disarm: (CEoD) I really like the Catch-22 nature of this spell. They
can either drop their weapon and be disarmed, or they can take damage.
The damage isn’t that much though, and if the creature knows this then they
can just be a man and keep their weapon. This spell raises some interesting
questions about adding metamagic to it. Dazing spell and similar feats don’t
work unless the target takes damage, so would they have to save again if they
fail their reflex, because that is when they actually take damage?

Crafter’s Curse: (APG) Get this and write your book on How to be a Jerk to
NPC’s.

Crafter’s Fortune: (APG) The duration on this makes it a fine spell to keep in
your spellbook.
Damp Powder: (UC) If you’re in a campaign that uses guns, this is like Break in
its usefulness, though not quite so long-term. It does force the target to waste
an action essentially, using the object’s will save again, so pretty solid I think.

Dancing Lantern: (APG)As entertaining as this sounds, you have to already


have a lantern to use this, and the Light spell is a cantrip. It is a way to
transport a flame to use with Pyrotechnics though, and put it into position a
little easier.

Enlarge Person: Oh boy oh boy! Give your BSF +1 damage and increases your
weapon damage category, but more importantly, it gives you reach. The
biggest problem your BSF will have after level 6 is moving around to get his
full round attacks. Making him a big boy gives him an extra 5’ that he doesn’t
have to move. That and he’s got more attacks of opportunity and he’s more of
a shield for you.

Expeditious Excavation: (APG) This is like a lesser create pit spell, but creates
an actual pit so it has some utility. You can also use it as an obscuring cloud
a la Obscuring Mist, though that spell is a little better for that. Not the worst
spell I’ve run across so far.

Erase: The rune eraser. If your DM uses this a lot you may want this and it
doesn’t matter if I rate it red. For most people, red.

Expeditious Retreat: If you really need to be mobile, get on your summoned


mount. +30 movement will help you in the right circumstances though.

Fabricate Bullets: (UC) Abundant Ammunition is better. You have to already


have the lead, and it only creates 10 bullets. The only thing good here is the
permanent duration.

Feather Fall: Kind of need this spell as a just in case measure. It’s a good one
to keep in your spellbook if you have item bond. The problem with this spell is
that when you need it, you really need it. It’s something you can also plan
for though and it eventually affects your whole party too (except your
BSF that you cast permanent enlarge person on.)

Forced Quiet: (UM) A +4 stealth spell? But it only lasts 1 round a level...
Lowering the DCs on someone’s sonic effects seems like it’ll probably never
come up.

Gravity Bow: (APG) A pretty sweet Ranger spell is not as good for you.
Definitely want it in your spellbook if you go Arcane Archer though.

Jury-Rig: (UC) Seems a little short lived and not terribly useful. A misfire on a
gun will become destroyed though so it might be worth picking up if you went
Spell-Slinger.

Jump: A +10 jump adds a couple of feet going straight up and 10 feet across. At
level 5 when you get to +20 you can just cast fly instead.

Liberating Command: (UC) I like that it’s an immediate action. At higher levels
you can cast grease on your ally and then command them to be free. It’s kind
of a dubious memorization though...

Lighten Object: (FoB) You can either half the weight of one object, or you
can cast Ant Haul and triple the carrying capacity of the person carrying any
objects. Your choice. This does have the option of reducing the armor check
penalty on armor, but the duration and benefit is too low to consider that
option in my opinion.

Longshot: (UC) Eh... I’m not even sure if this is generally good for a Ranger to
cast, much less you. Maybe for a Spell-Slinger.

Magic Weapon: Depending on whether you run into BBEGs with damage
reduction before you get magic weapons, you’ll get to cast this once or twice.
After early levels, it’s just a page in your spellbook.

Marid’s Mastery: (ARG: Undine) Touch range is restrictive, but -4 to hit and
damage isn’t awful if they fail their will save.

Mirror Strike: (UC) Hit two opponents with a melee attack for half damage. I’m
not even sure if this is good for the Magus.

Polypurpose Panacea: (UM) This is a very flavorful yet mostly useless spell. I
don’t know why you would need this for any other reason than to be a weird
drug addict roleplayer.

Reduce Person: While reduce person is an okay buff for you, it doesn’t give
quite as many benefits as enlarge person does to your BSF. All the scenarios
I run through my mind for the use of this spell end with the conclusion that
it’s just a minor buff. Initiative is taken care of by the better Anticipate Peril
better. AC is better gained from Shield. I have a few wild ideas about making
your Tiny Familiar Diminutive, but it still only gives them a +2 dex and +1 to
hit according to the spell as written, though you may find some opportunity
to squeeze him through some crack you couldn’t fit into without this spell (or
aren’t high enough caster level for gaseous form.) Maybe make your party
Halfling Tiny for some reason?

Reinforce Armaments: (UC) This is like Jury-rig in that it doesn’t seem to be


generally useful because of the shorter duration than just casting make-whole.

Recharge Innate Magic: (ARG: Gnome) Gets your Speak With Animals back if
you need it. Since that’s not on your spell list normally, that makes this spell
somewhat useful. I’d pay more attention to it if your DM lets you take it when
you’re not a Gnome and if you have something that you’d be likely to cast
more than once a day.

Snapdragon Fireworks: (UM) 1d4 damage + dazzle is garbage at early levels.


You can do this as a move action after the cast though, and being a first level
spell that deals damage and targets reflex makes this an awesome choice for
Metamagic effects. This spell only gets better as you level up.
Cibulon on the Paizo Forums recommends Snapdragon Fireworks + Dazing
Spell + Heighten Spell. Quoting him: “For example, at level 11 (my current
level in the game I play in), I can prepare this as a 6th level spell. For 11
rounds I can lob a firework with a maxed out save DC. If they fail (which
they almost always do since you're targeting Ref), they're dazed for 6
rounds (thanks to heighten spell). After your first round, you can use your
standard for a new spell, your move for a firework, and your swift to move
(teleportation school)”

Stone Fist: (APG) See Icicle Dagger and Shadow Weapon.


Strong Wings: (ARG: Strix) Short duration bonus to movement speed for your
fly as a strix. Your fly speed is already 60’, probably don’t need the boost at
low levels. A little faster than the fly spell at higher levels though.

Touch of Gracelessness: (APG) There needs to be a higher level AOE version


of this, because this makes me laugh. The wording suggests the dex penalty
goes away after the duration is up, and it’s a single target touch spell. Kind of
a shame because this could have been more.

Touch of the Sea: (APG) Like Air Bubble, the duration kind of hurts the utility
here, even in an aquatic campaign. Circumstantially useful though.

Unerring Weapon: (UC) Cast this on your TWF buddy who specialized in Critical
Hits. Otherwise don’t get it at all.

Urban Grace: (ARG: Half-Elf) For you this is a very short duration longstrider.
The ability to seamlessly move through crowds does give it its circumstance
in Urban Campaigns. This spell seems like it was added just to attract Rogues
with the Major Magic talent.

Vocal Alteration: (UM) A worse version of Disguise Self.

Weaken Powder: (UC) Wait... Isn’t this just a worse version of Damp Powder?
What the...

Windy Escape: (ARG: Sylph) Immediate action makes it worth it for when your
1st level spells don’t matter. Magic weapons thwart it pretty easily though.

Youthful Appearance: (UM) Flavor with no nourishment.


2nd-Level Wizard Spells
Abjuration
Book Ward: (SoS) 1 day a level makes this worth casting and forgetting, but it
isn’t terribly necessary, unless your DM is a jerk.

Bullet Shield: (UC) Gives you up to +8 against ranged attacks, and lasts a lot
longer than the Shield spell. Not too shabby. If your campaign uses guns,
this is one of the only ways to protect against them. Won’t stack with Ring of
Protection, but +8 is higher than a ring can go.

Death From Below: (ARG: Gnome) Wow... this is total garbage. It’s 1 round
per level and most likely will grant a +1 to +3 bonus to AC. At level 2 I would
expect the spell to be at least a little better than the 1st level Shield spell.
Especially since it’s a circumstantial bonus.

Endure Elements, Communal: (UC) As Treantmonk says, “Circumstantial at


best”, but now you can share it amongst your friends.

Escaping Ward: (ARG: Halfling) Get a free movement every time you dodge
an attack by a creature larger than you (Which if you’re a halfling is a good
number of creatures.) Not really worth the standard action like the similar
spells of this and the previous levels, thanks to the duration.

Protection from Good/Evil/Chaos/Law Communal: (UC) Nice because


you can protect all of your friends from the respective alignment. Not so nice
because you have to touch all of them when you cast it, and you divide up
the duration. If you have time to prepare right before a fight against an evil
outsider, this isn’t bad.

Miserable Pity: (UM) Wizard’s sanctuary as a level 2 spell with more drawbacks.
Yuck.

Obscure Object: Basically a campaign specific spell in case you have to hide
the Macguffin Muffin from the evil breakfast monsters. If you have no such
delicious pastry, then skip this.

Protection from Arrows: This is powerful., if you know you’re going to be going
against arrows. Especially powerful if you’re using guns in your campaign,
because it says “ranged weapons.” Drops off in usefulness as soon as magic
weapons become more common from your challenges.

Resist Energy: Fantastic buff against energy attacks and only gets better as
you level up. The problem with resist energy items is that there are 5 energy
types, meaning it’s only effective 20% of the time. This you just make your
knowledge check and choose the right buff before the fight you need it.

Warding Weapon: (UC) Better than 1st level options for avoiding attacks of
opportunity while casting in that it doesn’t allow a save, but worse because of
the duration. Not really worth wasting the standard action I think.

Conjuration
Acid Arrow: Pierces spell resistance which makes it a good candidate for
metamagic later on, especially with the turn after turn effect of something like
Dazing spell (though it’d target will and not Reflex.) Before metamagic, not
that great. Piercing spell resistance isn’t a big deal early on and the damage is
boring.

Arrow Eruption: (APG) Weird spell that basically lets you reuse a piece of magic
ammunition. Not really good for you. Says you can’t reuse arcane archer
imbued arrows either, so not even good for that.

Create Pit: (APG) I love this spell. Even though it says it’s a 10x10 pit, it’s
basically a 20x20 area that it affects since surrounding creatures might fall
from the pit’s slopes (This also restricts your friends from standing on the edge
of the pit and dropping things on its contents.) It also doesn’t require Anchors
like Web. Worthless against flying creatures and not as good against creatures
with a climb speed. Also the duration isn’t as good as Web. I’ve always wanted
to put a wall of stone on top of the pit and then dismiss the spell. Overall a
great battlefield control.
ZomB points out something interesting about this: While in a pit you can’t
access your Handy Haversack because Create Pit and its subsequent spells are
dimensional spaces, in the which you can’t access other dimensional spaces.
This probably won’t ever come up, but if it does, make sure you give a big “hut
tut tut!” to your DM.

Cushioning Bands: (UM) The duration and DR/2 against bludgeoning attacks
make this worth casting on your meat shield once it lasts an entire day. I
recommend a Wand if you have the Staff-like Wand feat.

Dust of Twilight: (APG) Sort of a lesser Glitterdust. Fatigue is fine for enemies
that will charge you, but those enemies will probably succeed on the fortitude
save. Lowering light sources in a 10’ radius is also circumstantially good, but
it’s a circumstance you have a little more control over.

Fiery Shuriken: (UC) Kind of a weird and worse version of Scorching Ray.

Fog Cloud: Obscuring mist at a range. A good upgrade making it a lot more
usable.

Glitterdust: Blind is amazing, but besides that it has the utility of shutting
down stealthers and invisibility users, and there are a decent number of those
throughout various campaigns and in the monster manual.

Mount, Communal: (UC) It’s mount, but you can summon up to 6 meatshields
in combat. Wall of Horseflesh I say. Solid.

Reloading Hands: (UC) You’ll want this if you’re a spellslinger. I don’t


recommend you be a spellslinger though. Guns in general aren’t too bad for
Wizards to wield though if you pick up the feats.

Returning Weapon: (UC) Could be good if you have someone in your party
who’s built a Treantmonk Ranged Monk. There are some good Ninja Shuriken
Builds too and if he’s got some nice enchanted Shurikens, he’ll love you for
casting this.

Retrieve Item: (CTR) Very flavorful, but if you interpret that snapping your
fingers and saying a word to be anything but a swift action or a free action,
it’s kind of empty flavor. Also, it says permanent until discharged, but it
doesn’t actually say what circumstance in which it’s discharged, except when
it’s in the possession of another creature. This is also an interpretation that
determines how good this really is. If all the stars are aligned this is probably
green, especially if it’s a free action to grab things. If the interpretations are
completely unfavorable, it’s probably red.

Slipstream: (APG) A level 2 longstrider for wizards that works better when
you’re going downhill and has a shorter duration. You can cast Mount instead
for land, and other spells for water. This does have the advantage that it
stacks with all these options though.

Stone Call: (APG) Battlefield control that covers a 40’ area and is a great pick
for a level 5 dazing spell (Though it’d target Will.) Not bad by itself. This is
especially good at low levels since the damage has no saving throw. That’s a
huge area to be casting this at level 3 and dealing that much damage.

Summon Monster II: For the level, Summon Monster II has some great options
that will certainly tide you over until Summon Monster III. Grappling is your
best option here. The Hyena’s trip is a few steps below what your fighter or
even you with Toppling spell could do, though it is part of his attack.

Summon Swarm: A bit of a loose cannon, but good for early levels when you
have fewer things to do with your actions because the duration is concentration.
1d6 damage a round with no to-hit is solid or at least better than nothing. Bats
for bleed, Spiders for Poison, and I probably wouldn’t bother with the rats, unless
you want the enemy to be able to hit them with their weapon attacks (Which
could be a good thing since it draws attacks from you.)

Web: If you have anchoring points, this is at least as good as create pit for
battlefield control. The entire area is potentially disabling and instead of
targeting climb checks they make escape artist or combat maneuver checks
instead. Create pit is a bit more hard as Battlefield Control though, giving
it the edge in the competition for a spell slot. This can capture fliers though
as it doesn’t say you can’t use it in vertical space, it’s got a longer duration,
provides cover, and it’s easier to attack creatures that are grappled. *Muses
about the idea of putting a Web IN a created pit.*

Web Shelter: (UM) Rope trick is better for what I think this spell is supposed to
do. The minute casting time makes it so it’s not much good for anything else.

Divination
Blood Transcription: (UM) You’ll probably never memorize this, but I love the
flavor. Sure it’s evil, but you need your spells, yeah?

Create Treasure Map: (APG) Wow, this level for Divination is pretty macabre.
Love the flavor, and it’s totally worth it if you KNOW the corpse has a stash
somewhere but you don’t know where. Just don’t forget that this costs 100gp
to cast, so make sure you KNOW he’s got a stash worth more than that.

Commune with Birds: (ARG:Tengu) Long range speak with animals for a
single question. Actually pretty useful if you want to gather information for a
mile.

Detect Thoughts: Not foolproof effective, but works as a decent interrogation


spell.

Elemental Speech: (APG) Maybe necessary if your DM is a real stickler about


communicating with summoned elementals. Personally I’d just not summon
them in that case. It’s more versatile than feral speech since you can talk to
a lot of similar creatures but including creatures with elemental subtypes.
Probably not worth a second level spell.
Locate Object: Often referred to as “find my keys” since you have to know the
object before you can find it. The short range further limits its use.

Share Language: (APG) This accomplishes basically the same thing as Tongues
when conversing with one creature, but it’s a level earlier. Yay for a cheaper
scroll! This is also good for giving your party face one of the plethora of
languages you probably know so he can be the party face instead of you.

Share Memory: (UM) Cool flavor. I think you can accomplish similar things by
narrating a Silent Image though. Or just by telling them about the memory.

See Invisibility: More like “See Glitterdust”. The obvious advantage this has
over Glitterdust is that you can spot creatures that are already invisible, and
it has a long duration. The disadvantage being that your friends don’t get to
enjoy the benefits in the same way. Combining the two could be effective, but
then you’ve used two spell slots. Glitterdust having other uses makes this spell
inferior and redundant (But still useful.)

Spell Gauge: (FoB) Seems like it might be a good idea for a counterspeller, but
then you have to prepare your spells too, so this is kind of a useless standard
action.

Track Ship: (PoIS) This is cool, but only really useful in aquatic campaigns.

Enchantment
Bestow Weapon Proficiency: (UC) Just about everyone who can cast can cast
this, and it doesn’t benefit you that much, so I wouldn’t bother with this.

Bestow Insight: (ARG: Human) You don’t have too many ways to directly
affect skills like this, and the bonus is nice even if the duration is short. Makes
a good scroll or fast study for when you need it.

Compassionate Ally: (UM) Good flavor, but something like Hideous Laughter is
better.

Daze Monster: Garbage to the level of insulting. Especially when it’s in the same
level as Hideous Laughter.

Delay Pain: (UM) Since taking HP damage doesn’t “hurt” until you hit Zero,
this spell seems pretty useless since mechanically it’s only there to counter a
couple of spells.

Hideous Laughter: Unlike divine casters, you don’t get Hold Person this
level. Instead you get this. It’s not as good as paralysis, but it’s certainly
entertaining. It’s neat that it also knocks them prone too. Generally better than
other single-target-will-save-mind-affecting lock out spells because it sounds
like you only get two saves to avoid the full duration and you’re done, which is
a one-up on Hold Person which allows a save every turn to end the effect. The
lack of a secondary effect puts this in save or lose territory, and you may end
up just wasting your turn and your spell slot.

Opressive Boredom: (UM) Better than Daze monster in that it doesn’t have an
HD limit, but worse than Hideous Laughter in that it doesn’t make them prone.
Potentially has more coverage than Hideous Laughter since it’s not language
dependent.
Qualm: (UC) A massive -10 penalty to a lot of things that probably aren’t that
useful in combat, and they can get rid of the effect in a single turn.

Ricochet Shot: (UC) This looks like a decent spell to cast on your archer buddy
if you’re fighting more than one monster. It’s basically cleave for ranged
attacks, except that you can’t add anything to your projectile except the base
damage. That’s where it falls off and becomes red. It can affect a couple of
shots beyond a single one, but you’re almost better off just casting Scorching
Ray or some other blast spell rather than this.

Seducer’s Eyes: (FoB) The first thing I think of when it comes to spells that
increase Charisma checks is Planar Binding. With that in mind reading this
spell, I think I need to go brush my teeth and wash my face or something.
Since you likely dumped Charisma, this probably isn’t going to be terribly
useful to you. If you have a mini humanoid Familiar however, you might get
some creepy usage out of this. I vote Brownie.

Tactical Acumen: (UC) This spell excites me. I love how it affects everyone in
the radius, and I love how it encourages taking the most advantage of your
battlefield control. It’s only moderately powerful though. This is a great spell to
combine with Bedevilng Aura (From the Phantasm Illusionist Subschool.)

Touch of Idiocy: Lower three ability scores with a decent duration. Stacks with
itself and no saving throw. Cool. Touch range. Ew. Might be worth it though,
especially with Reach Spell.

Unnatural Lust: (UM) Not sure why you’d NEED to make a character kiss or
caress another character. It makes them lose their actions, and is potentially
superior to Daze Monster since it makes them move, but generally it’s inferior
to other options. I will be tucking this one away to keep in mind for when I’m
DMing though.

Evocation
Admonishing Ray: (TEoG) Basically scorching ray with Merciful Metamagic.
Saves you a feat I guess.

Burning Gaze: (APG) Don’t read this as “Just another crappy blast spell”. Read it
as “Make your Familiar a team player.” For you, a several round spell that lets
you use your standard action to do crappy fire damage is a bad deal. Since the
range is self though your familiar can take over and deal damage for you. Not
too bad. After level 7 you can get an improved familiar that will probably have
better things to do, but it’s still a solid option for an otherwise non-combat
companion. Possibly broken once you can make your familiar Daze everything
it sees on top of the other ways you have to do that.

Burning Arc: (HoG) A chain spell that targets reflex and is an excellent
candidate for metamagic later on.

Continual Flame: Basically a more than half-priced everburning torch. Costing


50 gp a cast for something you can do at will as a cantrip though... not sure if
it’s worth it.

Darkness: This can be good, particularly with a few metamagic feats specifically
designed for it. The advantage of this over other options is that if you have
darkvision and they don’t they’re out of luck and you have an advantage.
Generally speaking though a web or fog is more effective.
Defensive Shock: (UM) It’s a little ambiguous if this requires the enemy to hit
you. If they don’t it’s a decent passive ability. You shouldn’t be standing where
things are going to hit you a ton though. The duration makes this decent, but
probably not really worth the standard action. Now you could make it a Dazing
Defensive shock (targeting will), and that would actually be a better spell
(though not much better.)

Flaming Sphere: Damage with a dash of battlefield control. One of the earliest
things you can do with your move action (Others being things like Animate
Rope and Snapdragon Fireworks.)

Gust of Wind: Most useful as an anti-fog, but if you’re going against smaller
creatures it’s pretty good.

Elemental Touch: (APG) Touch damage that has some sweet side effects. Great
for a Magus, but I’m not even sure I’d have my familiar go in to use this. Cold
and Electricity are pretty good though.

Fire Breath: (APG) Not very good by itself, but you can do the targets-reflex-
dazing effect 3 times as a level 5 spell with a single cast, which could make it
worth picking up at higher levels (pretend it’s a 5th level spell.)

Fire Sneeze: (Gob) This spell has to be compared to Burning Gaze. It lasts half
as long, but deals double the damage and always deals damage regardless of
save. Has a minor chance to knock prone, but it’s a double threat either way.
Sounds better so far. The only part where it falls short is the range, which
requires potentially precarious positioning. Your familiar (you’re casting this
on your familiar btw) isn’t going to be able to do anything else while it’s in
effect, but what else is he doing most of the time anyway? Especially at level
3? Maybe not hands down better than Burning Gaze, but a pretty potent pick
anyway.

Frigid Touch: (UM) Even better than Elemental Touch for the Magus Still not the
greatest for you, especially since you can’t boost your critical hit chance like
the Magus can.

Frost Fall: (UC) I was hoping for a good low level spell to use with Rime Spell
with this one, and it’s not bad, just not as good as say, the third level Spiked
Pit spell. By itself the spell creates a very small battlefield control area that
lasts a couple of rounds and initially can cause the staggered condition for one
round. That’s not terribly good but not completely worthless. As a Rime Spell
you could argue that anything walking into the spell could get entangled for 2
rounds though. Not bad, but not as good as other 3rd level control spells.

Imbue with Elemental Might: (ARG:Suli) Second level spell for a one shot
+1d6 energy damage to one attack. Not very good unless you happen to burn
your item bond spell right before you go to bed to take advantage of the long
duration.

Pilfering Hand: (UC) This has the same problem that all the other “replace
combat manuever” spells have -it just drops off so hard in usefulness. The
ranged Sleight of Hand or Disable Device would be good for an arcane
trickster... but they get this spell anyway.

Protective Penumbra: (UM) Totally circumstantial and campaign specific,


unless you make a habit of befriending vampires and taking them on walks in
the park.
Scorching Ray: Pure blast, but decent damage for the level. No save is also
nice.

Shatter: Kind of like break of the previous level, but it has a level limitation on
what kind of item you can break and it targets will instead. Will is a saving
throw that a big stupid fighter is less likely to succeed, but you won’t be able
to use this on magic items either (Which discounts the Wizard’s Arcane Bond if
he’s enchanted it.)

Spontaneous Immolation: (UC) Ridiculously bad blast spell.

Steal Breath: (ARG:Catfolk) Basically a single target Silence spell that deals
minor damage. Not really a fan, but could be cool if you could pull it off on a
Dragon or something.

Illusion
Blur: Concealment, or a 20% miss chance, isn’t terribly good. However, at higher
levels when AC is more expensive, it’s better than spending money on AC.
Doesn’t have the drawbacks that Blink has.

Disguise Other: (UM) Is it worth an extra spell level to cast this on other
people?

Ghostly Disguise: (UM) Delicious flavor that can be duplicated as a first level
spell “Silent Image” and the concentration duration shouldn’t really hurt you in
most of the situations I can think of this being useful.

Haunting Mists: (UM) A slightly better Obscuring Mist that can lower enemy’s
wisdom and cause them to have the shaken condition. Normally this is a +2
metamagic, so I think it’s a solid upgrade. Except it is completely fouled by its
ranged locked as 20’, and that it’s always dangerously close to you.

Hypnotic Pattern: Not a huge step-up from Hypnosis - basically this only lets
you affect more kinds of creatures. Fascination isn’t a bad effect though since
as long as you leave them alone they don’t get any extra saving throws. Like
all HD limit spells, useless later on.

Invisibility: Invisibility is a great defensive state to be in. Read as written there


are a lot of things you can still do that won’t break the invisibility. Dropping
Battlefield Control outside of the range of an enemy, Summoning, casting
illusions, are all game. 1 minute per level duration is also very very nice. A+
spell. Get a ring and marry this spell. (Seriously, get a ring.)

Jitterbugs: (ARG: Gnome) Bah... Why can’t this be more than one creature?
Basically this is “Target Will to lower the target’s reflex.” Unprepared
combatant did basically the same thing last level. It does more than just
lower reflex though. It restricts ready actions and fly checks, which potentially
has some use when combining with other spells. Still not a fan with this being
single target.

Mad Hallucination: (UM) If you can bypass a single target’s will with this spell,
you can make it easier to lay on other spells that target will. Why not just cast
the spell you’re weakening them for? The odds are the same. However if your
saves are better than your party members who also have will targeting spells,
this might be worth casting in a rare circumstance.
Magic Mouth: This right here is the pinnacle of arcane power, what you spent
YEARS of studying to accomplish! Creating... mouths... that talk for you... and
give out information to people that have the password... What the heck? All
joking aside, I’m sure there’s some creative use for this spell, and many of the
ones I’m thinking of right now could be accomplished by other spells including
first level ones.

Minor Image: Includes a couple of nice upgrades from Silent Image including
not having to enhance it with Ghost Sound and an additional two rounds of
duration after concentration stops. Maybe not worth the second level slot, but
it’s a powerful enough line of spells that you might consider it if you have some
second level slots open.

Mirror Image: Otherwise known as “saves your life”. No joke. This is better than
any armor you could ever don, and has a decent duration to boot. If you know
you’re going to be targeted by attacks, cast this, and you won’t regret it.

Misdirection: In case you want the breakfast monsters to think the Macguffin
Muffin is in Pancake Land instead of Raw Egg Man-Shake land. Best if
combined with Obscure Object.

Phantom Trap: I’d much rather have an actual trap, especially if I’m going to
be spending money on it. You can waste people’s time with Caltrops too, and
those are 1/10th the cost of this.

Shadow Anchor: (ARG: Wayang) I like the flavor of this spell, but it’s a single
target will save spell at the very level that you get like four of these. If you
really just need to lock a person into a certain place, this is fine. I just think
it’s super redundant already.

Symbol of Mirroring: (UM) This one is a little confusing, but if I’m reading it
right, the rune is triggered and everyone in the area has a double. If you have
Arcane Sight or True Seeing and your opponents do not, I could see this giving
you an advantage. If not then it seems like it’d just be a big charlie foxtrot. I’m
not sure what that “Will Partial” thing means in the spell description. Casting
time and cost at the level you get this are also restrictive.

Necromancy
Blindness/Deafness: Targets fortitude instead of Will, but besides that
Glitterdust is just a better option. Deafness does give casters a 20% fail chance,
and they tend to have lower fortitudes, so it does have some use.

Brow Gasher: (UC) It probably takes too long for the best effects to take place,
but there doesn’t seem to be any saving throw involved, and could equate
to quite a bit of extra damage. A lot of things are immune to bleed effects,
limiting the use of this spell. I don’t remember seeing too many creatures
versed in the heal skill though so them stopping the bleeding is about 30-
40% chance of success if they spend a standard action to try. It’s also a touch
spell that lasts rounds per level, but if your near your BSF at the beginning of
combat that shouldn’t be a problem.

Command Undead: Charm person for undead, but with a MUCH longer duration.
That and non-intelligent undead are your free unintelligent thrall.

Defending Bone: (GaM) For a second level spell, this is very good. Bludgeoning
is relatively common, but the hour per level duration totally makes it worth it.
Not necessarily must have, but solid.
Defoliate: (StLC) This is a very oddly specific spell in its usability. Consider this a
better rating if you’re in the jungle and concealment by plants is a major issue.

False Life: Maybe not worth a slot when 2nd level is your highest level, but
later on it’s not a bad pick for a little extra buffer on your HP. Might want to
pop it on your Familiar instead, depending on what you’re using your Familiar
for.

Ghoul Touch: Oh hey look, it’s like Hold Person... Except not Will, and instead
Fortitude... And touch range... Yeah. Actually, I kind of like this, and I
especially like the extra sickened effect once they go down, it’s a nice
touch. And it’s not Mind-Affecting... Still save-or-die and still something too
precarious to use, but might consider having your familiar or spectral hand
deliver this at some point.

Limp Lash: (Gob) This is reminiscent of Strangling Hair, but a level earlier, and
it grapples only after it drains its target. I actually think that this wouldn’t be
a bad spell if it weren’t for the range and ease of breaking the whip too. The
fact that it drains all three physical stats at once though gives this a good
chance of succeeding though because many creatures is going to be weak in
at least one of those areas. This says nothing about you not being able to do
anything after you strike your foe either, so if your DM thinks you can, then
this a definitely great pick. Otherwise you’re basically locking out both you
and your opponent.

Pernicious Poison: (UM) No saving throw which makes this potentially a good
pick... except that it’s a touch attack. You also don’t have too many ways to
benefit from this for yourself, but consider it in the right party.

Scare: A step up from Fear, but one creature per THREE levels? That’s just
insulting. It’s not even useful after level 6!

Sentry Skull: (ARG:Orc) Get a minor benefit for 10gp, but it is a permanent
duration. Not an awful way to set up a permanent ward.

Skinsend: (UM) What the crap. This spell is freaking weird.

Steal Voice: (UM) Cool that it targets Fortitude which is great against casters.
Caster Croak Spellblight is also pretty vicious in reducing the enemy’s
effectiveness. A cool one to keep around for when you know you’re going to be
facing a caster.

Spectral Hand: Here’s a good idea. Cast and use touch attacks from a range,
without having to raise its level. It’s just that it takes a standard action to cast
and the duration isn’t long enough to cast and forget. That and the unignorable
problem that most touch attacks are still not necessarily worth casting two
spells to be able to use. Still, works as advertised, and is normally a +2
metamagic.

Unshakable Chill: (UM) Inflicts severe cold which isn’t that great for genocidal
PCs.

Transmutation
Aboleth’s Lung: (ARG:Gillman) Good long duration spell for aquatic campaigns.
Accelerate Poison: (APG) I might consider this if it didn’t have a saving throw.
It does make some poisons better for combat situations though.

Adoration: (UC) Receive a very minor bonus on Diplomacy or Performance


Combat. I can’t think of any other morale bonuses on Diplomacy off the top of
my head, so it’s not completely useless.

Animal Aspect: (UC) This has some versatility in its movement modes, but
other spells, even first level spells like Expeditious Retreat, are more potent
and better casts.

Ant Haul, Communal: (UC) Share around that Ant Haul spell increasing your
carrying capacity exponentially as you spread it across your party. This will
let you take home loot like Pianos and Furniture that you not have considered
before.

Alter Self: Upgrade to disguise self. Not too bad. It’s one way to get Darkvision
and Scent. I hate the duration, but I hate the duration on most of these
polymorph spells.

Badger’s Ferocity: (UM) You give up your actions so your buddies can have
double crit ranges. Your actions are more valuable than that.

Boiling Blood: (UM) A very bad deal all around. Unless you have an army of
orcs. But if you’re at the point where you have an army of orcs, you probably
still don’t need this.

Bear’s Endurance: Besides the Fortitude bonus, False Life is better. Can use it
to beef up your BSF though, unlike False Life. Also pretty easily replaced with
magic items. I’d consider using this on your summons for a DC boost to some
of the DCs, but the Augment Summoning feat is also an enhancement bonus
and won’t stack.

Bouyancy: (PoIS) Appropriately campaign specific that could work as crowd


control if you’re underwater

Blood Blaze: (ARG:Orc) Interesting effect, but too uncontrollable to consider.


Even if that wasn’t the case, the damage is too minor for a standard action
and such a short duration.

Bull’s Strength: Early on your BSF will love you for this. Later on he’ll have a
belt that replaces it.

Certain Grip: (UC) A +4 to CMDs against some popular Combat Maneuvers is


solid, and a good duration too. The skill bonuses are a nice icing on the cake.
Not a worthless cast if you know what’s coming.

Cat’s Grace: Dex has a lot of value, but is it standard action valuable? Depends
on the situation. Still an unstackable enhancement bonus.

Darkvision: Hour per level makes this worth considering, especially if you’re
using Darkness antics. Can use it on your BSF too so he doesn’t have to hurt
from your darkness spell.

Codespeak: (SD) Speak secretly with your companions, and write gibberish
that can only be understood while under the influence of your spell. This must
be the magic behind many of the Beatles songs. As far as how you’d use it
in game, the only thing I can think of could be accomplished by excusing
yourself, or by casting Magic Rope and inviting your party up, or something
like that. If you’re constantly being scryed upon, I could see it, but I think for
the most part you can safely skip this one. (Seriously, “Lucy in the Sky with
Diamonds” huh?)

Destabilize Powder: (UC) I’m not sure the odds are good enough here to make
it better than Damp Powder, which is a first level spell.

Disfiguring Touch: (UM) Part 2 of “How to be a jerk to NPCs.” There are some
slight debuffs involved here, but nothing combat worthy enough to justify the
touch reach and second level spell slot.

Eagle’s Splendor: Since you’re probably not going to be buying a Charisma


Headband any time soon, might want to keep this around for Planar Binding or
other times when Charisma is useful.

Fox’s Cunning: A good way to raise your DCs early on. Later on you’ll have
replaced it with your own permanent INT headband.

Glide: (APG) A personal feather fall that lets you control the direction you fall a
little better. Not as good as Feather Fall and too circumstantial.

Greensight: (RG) The less violent version of Defoliate. Except this only benefits
one creature, so I’d almost say just destroy the plants. This can see through
solid wood which I don’t think Defoliate can do though.

Hidden Knowledge: (SD) Very interesting flavor, but I don’t see it being all
that useful. You can also completely lose the knowledge, and that’s just
not cool. I could see it if you’re going to pass through somewhere where
creatures have ESP, and you don’t want them to know that you’re there to kill
them... and if that’s the case then find this spell and use it.

Kinetic Reverberation: (UC) Just cast break. Touch range, doesn’t straight up
break, has the same fortitude save. Inferior.

Knock: If you don’t have a skill expert, you might find some use for this.

Levitate: A mode of utility transportation with some glorious defensive


implications, especially early on. If they can’t reach you they can’t hit you.

Magic Siege Engine: (UC) Well that’s just not fair! The Siege Mage gets to add
double his sacrificed spell to the Siege weapon’s damage, but this only adds a
measly +1! Depends on the campaign/I still wouldn’t cast it.

Make Whole: Cures your constructs, which you’ll probably want if you have a
construct (unless they’re cured by something like Electricity, then last level’s
Shocking Grasp is better.) Also, if your BSF has a habit of sundering magic
items, this can help you piece them back together (Though if you want the
magic item, you’re probably not going to be high enough level to be able to
restore the magic.)

Masterwork Transformation: (UM) Saves you the time of finding a masterwork


smith to get weapons and armor to use for your enchanting. Its usefulness
waxes and wanes depending on the campaign you’re playing in though.
Owl’s Wisdom: Might be good if you need just a little boost to your Will save.
Your Cleric would like this of course, but then he can just cast it on himself
(and not have to pay to have it in his spellbook to boot.)

Pyrotechnics: The reason why you gave your familiar Alchemist Fires. You get
the choice of two very powerful effects. The blind is redundant with Glitterdust,
but doesn’t allow a will save every turn and affects 120 feet. The Smoke Cloud
is redundant with Fog Cloud, but it obscures ALL vision and has a debuff with a
decent duration even after they leave the cloud.

Recoil Fire: (UC) I’d like this more if the fired shot hit something. As it is though
it’s a good low saving throw way to help your rogue out. Being a one-shot deal
though you might as well cast invisibility on him instead so he’s defended in
the meantime.

Reinforce Armaments, Communal: (UC) Making this communal doesn’t make


it any better.

Rope Trick: Your night time safety spot... at least once you get third level spells
and can extend the spell long enough to last all night. Says the rope can’t be
hidden, but that doesn’t mean it can’t be hidden. Ahem, what I mean is that if
you find a nook in a dungeon that something isn’t likely to look in you can still
be relatively safe throughout the night.

Sculpt Simulacrum: (UM) A really weird companion to a 7th level spell. Not sure
it’s good for anything. I suppose it’s cheaper than making a new Simulacrum if
you want to change its appearance though.

Silk to Steel: (UM) I doubt you’ll be using the Whip with any success, so I see
this as a +2 to your AC... as a level 2 spell that lasts 1 round per level.

Spider Climb: A bit redundant with Levitate and to some degree even rope trick,
but the duration is long and sometimes you just need to climb across a ceiling.

Squeeze: (ARG: Vishkanyas) Using that word Circumstantial again. I wonder


how many time’s I’ve used that word writing this guide.

Stabilize Powder: (UC) Like its brother spell, I’m not sure this is worth a level 2
slot.

Staggering Fall: (RG) Add injury to insult with your Grease spell, or add some
damage to your party trip monkey. The immediate action makes this worth
considering, but the will save every round for the stagger effect makes you
wonder if it’s worth a slot.

Telekenetic Assembly: (UC) I’ll admit it right now. I’m not familiar enough with
the Siege Engine rules to really know if this is worth anything. I don’t feel like
I have a need to find out at this moment either, so I’m just going to rate this
with a gut feeling about how useful it might be for now.

Thunder Fire: (UC) This is cool. I just wish that Deafened was a better
condition. It has overall pretty good odds for the guy holding the gun, even if
this spell is a bit circumstantial (and campaign specific.)

Twisted Space: (UC) Sort of a weird lesser confusion. Between the Will Save
and the randomness of the effect, I’d say this is a poor choice.
Whispering Wind: Your medieval cell phone service. Campaign specific, but
something that I could see needing here and there before you get other
communication abilities. The fact that it isn’t two-way though makes me
wonder if it’s worth the spell level or the cost of scribing.
3rd-Level Wizard Spells
Abjuration
Cloak of Winds: (APG) This is a really fancy swarm protection spell.
Circumstantially useful if you’re fighting smaller creatures that clamor around
you (or your target), and it also stacks with other ranged protection spells.
Might be good to part a fog spell or two as well, though the spell doesn’t offer
any specific mention of that use. I think overall it might be a slight bit too
weak for a level 3 spell.

Dispel Magic: Don’t underestimate this. Removing someone’s buff, suppressing


a magical item, or removing a debuff on your ally could change the tide of
combat dramatically.

Explosive Runes: Ah, pillowcase nuke fun. Oh right, legitimate uses. Force
damage is cool, but it’s not going to kill everything. I do like that it’s
permanent, which means you can put it on things you want to trap and then
take a nap and it’s like you never lost the spell slot.

Magic Circle Against Good/Evil/Law/Chaos: Necessary for Planar Binding,


but also good for that mind-affecting immunity discussed with Protection from
Evil. With communal Protection from Evil now it’s not as good for that use, but
it’s there.

Nondetection: When Obscure Object isn’t enough to protect the precious


Macguffin Muffin.

Protection from Arrows, Communal: (UC) Kind of nice that you can cast it
on your whole party with one casting (And the duration is still solid.) Planning
ahead this spell could be useful once or twice before magic weapons take
precedence in your proper challenge rating.

Protection from Energy: Not really as good as Resist Energy in general (For
the spell level and for the effect), but if you interpret the “overlaps” as “resist
energy works first, and then you subtract from protection from energy” this
could still be worth casting for near invulnerability to that energy type.

Resist Energy, Communal: (UC) Also saves you a lot of second level spell
castings if you’re prepping up to fight something that exclusively uses a
specific energy type.

Conjuration
Ablative Barrier: (UC) Instead of giving you straight up damage reduction, you
take non-lethal damage instead. Since in combat non-lethal damage means
about the same thing - you’re going to fall down and not be able to participate
- I’d say that this a really weak mage armor in the end.

Aqueous Orb: (APG) This spell makes me laugh. The most potent part of this
spell is that it gives you something to do with your Move action (You know,
besides move) and it can potentially move creatures up to 30’ every round as
long as they’re failing their reflex. Compare this to Force Punch a little lower
on this list that’s a one shot deal and isn’t quite as versatile in its movement.
The entanglement factor means that they can just move out on their turn, but
you can turn it around and pick them up on your turn. I’d personally look for
a cliff to run them off of.
Ash Storm: (UM) This is extremely reminiscent of Sleet Storm, except Sleet
Storm is definitely better. Difficult Terrain is slightly different from Sleet
Storm’s description in that it explicitly states you can’t charge through it, but
moving at ½ speed will ruin a charge anyway, and if they don’t make the
acrobatics check they’re stuck. Not a bad spell, but there’s a better spell right
next to it.

Gloomblind Bolts: (ARG: Fetchling) With all the AOE spells this level, this is a
little bit lackluster. It is a way of inflicting Blindness targeting reflex however,
and it deals a good amount of damage for a ranged touch attack. Basically a
minor upgrade of Scorching Ray from last level. If you are doing the undead
thing or have some Dhampir friends, this is also one way the Wizard has to
heal your minions.

Mad Monkeys: (UM) Even compared to what you can summon with Summon
Monster III, this is a great spell. They take up a 10’ square dealing 2d6
damage per round for multiple rounds. At that point the nauseating effect and
combat maneuvers are delicious gravy.

Pellet Blast: (UC) A cone blast spell that is subject to damage reduction.
Sounds bad, but here’s some cheese to go with it. With this spell you can
affect Constructs. With Dazing Spell you can affect constructs targeting a
Reflex Save, so they’re not immune to it, at least Daze isn’t on the list of the
construct’s immunities. If your DM doesn’t rule against this, this could have
some circumstantial, but hilarious benefits. Regardless of what your DM says
though, this spell does bypass SR, which actually makes it worth considering
for metamagic later on over other 3rd level blast options.

Phantom Driver: (UC) In most campaigns this is too circumstantial to consider.


It does completely eliminate the need for someone in your party who has the
skills to drive.

Phantom Steed: Yes please. A super nice mount that only gets better as you
level up. Extremely good utility.

Rain of Frogs: (UM) Not quite as good as Mad Monkeys, but they are immune
to weapon damage, though I’d almost rather enemies attack the summon.
Very solid, and you can slightly increase the DC on the Poison effect with
Augment Summoning.

Returning Weapon, Communal: (UC) While returning weapon is


circumstantially good, I doubt you’re going to have a party of characters that
can benefit from this.
Sepia Snake Sigil: A super expensive trap that you have to read to trigger and
offers a reflex save to negate. I stopped at expensive.

Sleet Storm: Obscures all line of sight, creates terrain that they have to make
an acrobatics check just to move through it, and can even knock creatures
prone. Did I mention the 40’ radius. Awesome battlefield control.

Stinking Cloud: I’m not sure I like this as much as Sleet Storm for a few
reasons, but Nauseated is a very bad condition to contract, and it’s got a
large Area for applying the effect meaning you’re going to gross out at least a
few of the baddies in the cloud if there are many of them.
Spiked Pit: (APG) A great improvement on an already awesome spell. While it’s
easier to climb out of a spiked pit, it’s deeper, and they take damage climbing
out. Fantastic battlefield control that can lock out several creatures and give
you something to drop your Aqueous Orb into. The only problem this spell has
is that it’s not a huge upgrade to Create Pit and it has to compete with other
level 3 conjuration spells. (And Transmutation, and Evocation.)

Summon Monster III: Summon Monster III has some fairly powerful options
for damage and grappling especially, and it is diverse enough to make it a
very versatile memorization.

Vomit Twin: (ARG: Goblin) This has a lot of strange strategic implications and
being essentially a third level teleport that could soak up an attack or two, I’d
think about it if I were a goblin Wizard.

Divination
Arcane Sight: Makes your eyes glow blue? Sold! … Okay, I’ll rate the actual
spell... This is one I wouldn’t mind making permanent, but I’m not quite sure
it’s worth casting at 1 minute per level. It basically combines all the Detect
Magic-like spells up till now. Kind of nice, but as I said the duration turns me
off. I’m sure you can find some kind of use for it though.

Blood Biography: (APG) Reminiscent of Speak With Dead, but you need a lot
less than a full corpse to get answers, and the kind of answers you can get
are extremely limited. When a mystery is afoot though they are the kind of
questions you’d probably be asking anyway. It’s kind of nice that you can use
this on living creatures as well. It also almost explicitly says you can use it on
animals or other creatures that bleed.

Clairaudience/Clairvoyance: Great for eavesdropping or setting up a trap, but


the first level alarm spell gives you what you need to know for the second one
a lot of the time. So basically this is for dropping eaves. Real shame you have
to actually know the area. I sure wish you could like, pop your eyeball out and
send it off to scout or something. Shut up familiar! I’m rating spells here!

Harrowing: (ISWG) I’m not going to learn the rules of the Harrow Deck just to
rate a couple of spells and a prestige class.

Locate Weakness: (UC) One of your buddies would love having this spell cast
on him. Too bad the range is personal. A Magus would get some benefit from
this, especially as his spell damage is multiplied on a crit too. It’s not for you
though.

Seek Thoughts: (APG) A more focused detect thoughts spell. Good for
specific information gathering, and you can do it discretely, giving it a slight
advantage over using Detect Thoughts to perform a similar task.

Share Language, Communal: (UC) Again, put your superior intellect into good
use by sharing your knowledge of foreign languages with people who are
better off using them than you. This way you can get the whole party involved
without having to play translator the whole time. In many situations this is
better than Tongues (Assuming you already know the language.)

Spherescry: (CTR) If I’m reading this right, you can scry a little earlier by taking
off chunks of your body and placing orbs in places. Huh. I could see this being
useful enough to rate it orange. At least I would be saying that if it weren’t for
the hour casting time for a minute per level duration.
Tongues: The existence of this spell can save you a bunch of skill points trying
to become a master linguist. Just memorize this.

Unravel Destiny: (APG) I don’t play in campaigns that use Hero Points, and
I think I’d have to be a little more familiar with how much they’re passed
around to make a good evaluation for this spell.

Enchantment
Deep Slumber: I dunno... I guess I should like this since I think that Sleep
is a good 1st level spell. It’s just that... now I can create pits and stuff, and
learn spells that don’t have HD limits. The unconcious and helpless condition
is powerful, and at level 5 when you can first cast this that is potentially two
creat-- only two? Never mind. Don’t bother with this spell.

Heroism: This is nice. +2 to-hit actually does a lot for your allies who are
just now getting their second attacks that don’t hit as well. It may be the
difference between them using Power Attack effectively or not too. I think
it’s a good buff. And there’s not even too many things that replace it making
it unstackable (Except for maybe like the Cavalier’s Banner if people are
charging, but nobody plays that class.)

Hold Person: Uh oh, Prof Q is a hypocrite. Sayin that Deep Slumber sucks but
this is okay. Well, it is. Paralysis and the helpless condition is powerful. Maybe
not a whole level higher than Hideous Laughter powerful, and maybe not when
you consider that your Cleric could do this last level... But it’s better than Deep
Slumber, K?

Lover’s Vengeance: (ISWG) A weird level 3 contingency spell for the Rage
spell. Even if Rage was a good spell to cast in the first place, this has a 100gp
spell component.

Nixie’s Lure: (ARG:Undine) HD limit, but it’s a high HD limit. Humongous radius.
All these things are pretty good and make it worth it for when it’s useful.

Rage: You can affect multiple allies, so that’s kind of cool. But really, why would
you even look at this spell when you could be casting haste instead. This is
really just kind of weak.

Reckless Infatuation: (UM) Part 1 of a weird pair of spells that are great for
roleplaying, but maybe not so great for daily memorization. The effect of
Stagger is really nice though, making it slightly more powerful than other
flavor spells, and I can see some fun circumstances where this could be good.
Otherwise I’d skip it.

Suggestion: Charm person makes you think you still might need Charisma, but
this one straight up replaces it. And if you’re a smooth talker in real life, you
can even give them a penalty on their saving throw.

Unadulterated Loathing: (UM) Part 2 of this strange pair of spells. This one
could keep the target away from you though, and makes a great stalker
control if you can overwhelm their Will save. These two would be better level
2 spells for being single target Will save spells, but I suppose the duration
makes them appropriate for level 3.

Evocation
Battering Blast: (DoG) As far as CMD targeting spells go, this one is superior to
the rest because it has the option of adding that whopping +10 to the CMB by
hitting the same target more than once. As such, this spell is mediocre initially
and becomes much better once you can start throwing more than one blast.
But, the trouble with Bullrush is that a bare success means only a 5’ pushback,
making a spell like Force Punch or Aqueous Orb a superior spell if your goal is
moving the enemy around. This does enjoy the prone effect as well as being a
great damage option using Force so it’s effective against basically everything
including incorporeals. It’s also ranged, which makes it overall a better option
than Force Punch, assuming 5’ is enough movement (And it could be more
with a +10, or even +20 when you get to level 15.)

Blacklight: (CS) This just seems better than Deeper Darkness to me. It gives
you the ability to see, and your allies weren’t being helped by Deeper Darkness
in its circumstance either, so just cast this. One thought I had was cast this on
your Familiar and send him in with a Wreath of Blades around him. Or cast the
below Call of the Void spell.

Call of the Void: (DEP) Creatures next to your familiar take 2d6 damage a
round (if they have lungs.) If they fail their saving throw, they also become
fatigued. Even if they save, they can’t speak, which means they can’t cast
spells like a silent spell. This is a great spell to cast on your familiar. You might
even think about casting it on yourself since most casters don’t bite very hard
when you’re standing next to them and they can’t cast. Not the best if you
don’t have a familiar, or if your familiar isn’t very well optimized for being in
the fray. Also nothing stops the enemy from stepping away, but this is another
instance where you should ask your DM about your familiar crawling into the
enemy’s pants again. I don’t care if he said no the first time.

Campfire Wall: (APG) I actually wouldn’t use this as a nightime protection


spell, because causing total concealment looking out of the barrier would
prevent you from well-knowing the dangers that could be coming. As a
combat spell functioning a little more similarly to Pyrotechnics though it could
be a good way to section off combat. As a 3rd level spell it’s probably not
worth it.

Chain of Perdition: (UC) You get this Combat Maneuver buddy at about
the level that enemy’s CMDs start getting to high for you to affect them.
However, Dirty Trick, Drag and Reposition are all things that you may want
to do against creatures with low CMD, making it a little bit more useful.
Additionally, there’s nothing that says that the Chain doesn’t threaten its
squares, making it a possible flanking buddy. Overall a solid spell even with
the drawbacks.

Channel the Gift: (GaM) I can see this being useful if your teammate has a
completely necessary spell that you don’t have on your spell list. Except it
seems silly to memorize it since it only saves the ally on an existing slot. I’d
recommend this as a scroll, but then why not just make a scroll of the spell
you’re replenishing? The self use part seems cool though, since it makes your
3rd level slot into a fluid slot of things you already have memorized, except
now you’ve taken 2 turns to cast the same spell. I dunno, just make scrolls, I
know it costs money, but this seems hardly worth messing with.

Daylight: When you really just need more light. It dispelling darkness is really
the best use of it that I see, and by that I mean magical darkness, not like “I
attack the darkness” darkness.
Diamond Spray: (AP: LoF) Short range cone blast spell that deals Adamantine
Damage. The Adamantine damage is worth considering because of its general
coverage, but the range is just so short.

Distracting Cacophony: (UM) Not as good as Silence, but would affect all
spells, not just ones with verbal components. At the level you get it, if the
enemy is casting a first level spell and matches your CR, he has about a 55%
chance of failure. Next level that moves to 50%. There’s no saving throw
for this effect, and its especially good if you can catch a bunch of casters
in a group together and possibly crowd control them into staying in the
cacophony's area. At level 10 that 1st level spell becomes a 25% chance of
failure, and a 5th level spell is a 45%. The percentages are a just little low to
use this against a single caster after that point in the game. Would be green if
this was a 2nd level spell.

Draconic Reservoir: (APG) This is a little confusing on whether the swift action
added damage has to be the same damage that you absorbed. Not that a
favorable interpretation helps this spell much at all, +1d6 per attack is weak
for a 3rd level spell and your BSF could easily have better things to do with
his swift action. As a protection spell it sucks since the level spell it’s based off
of absorbs double the damage.

Elemental Aura: (APG) You don’t really want to be adjacent to enemies when
you’re casting this on yourself, but you should see what your DM says about
your familiar crawling into an opponent’s pants with this spell active. You
should also see whether the familiar can be invisible while this is active,
because with the secondary effect it’d be a step up from Burning Gaze. If your
DM thinks invisibility is okay, you might bump this up to Green and send put
your Familiar to use (Though it may not be worth two spells.)

Fireball: Berated and scoffed at for so many years for not being as good as it
was in second edition, and now it’s everyone’s favorite spell to combine with
Dazing Spell. Huge radius, targets reflex, can become a slimy acid ball with
admixture, it’s like every rule-exploiting wizard’s dream! Oh and as a third
level spell, it’s not as good as it was in second edition and I hate it.

Firestream: (ARG: Ifrit) If you’re trying to save on spells per day and you just
want to blast, you can let loose this flamethrower. Not a bad candidate for a
Dazing Spell if you’re going against mooks.

Force Punch: (UM) The most important thing here is the amount of knockback
you get with this spell. When you get this a successful punch knocks them
back 10’, and increase to 15’ shortly thereafter. Bullrush gets 5’ if they can
beat their CMD, which is often hard all in itself. The touch range is restrictive,
meaning that you don’t want to be using this unless you have a pretty good
idea that it’s going to work. You can also make your familiar look pretty
hardcore if you deliver this attack through him (Mighty mouse!)

Heatstroke: (StLC) This is the same thing as Ray of Exhaustion except it


deals negligible non-lethal damage and it can’t affect fire-immune creatures.
Also affects creatures in armor better. It’s give or take, I’d say it’s at least
the value of Ray of Exhaustion even if it does have some benefits though it
doesn’t have as wide a coverage.

Hydraulic Torrent: (APG) Upgraded to an AOE from the first level spell.
While combat maneuver checks are tough, the AOE makes this one worth
considering. It lets you break things, but if I’m interpreting the spell right,
your effective strength is pretty low. I think this is outclassed by Force Punch
and Aqueous Orb this level.

Lightning Bolt: We were sitting around the table poking at this spell and
talking about how it’s just not as cool as fireball, and then my DM made the
comment “it’s got one advantage over fireball, and that’s that it’s surgical.”
Still not as cool as fireball. Spellslingers like it though.

Pain Strike: (APG) This is just bad for a 3rd level spell. It’s a single target
sicken effect with fortitude save that doesn’t even deal real damage. Meh.

Sheet Lightning: (RG) An AOE daze for one round spell that doesn’t deal
hardly any damage. Not horrible, and it’s pretty low level for an AOE daze
effect. However you could AOE nauseate them in a badzone, or drop them in
a Pit a level ago. I think you have better control options to be honest.

Tiny Hut: Give yourself Total Concealment in exchange for you not being able
to move outside of a 20’ radius area. Actually pretty good for battlefield
control if you really need to lure enemies into a specific location, or if you just
want to make a location where you’re safe. Oh, and I guess you could like
sleep in it too. The duration suggests that was the original intention.

Twilight Knife: (APG) Slightly better in concept than the first level summon
weapon spells, but not very good in execution. The fact that you have to
attack with it negates the usefulness of this spell.

Wind Wall: If creating a wall of concealment isn’t enough for you, you could
just deflect projectiles using this. The larger wall area makes it more useful
for when you’re out in a field compared to the other similar battlefield control
options.

Illusion
Dazzling Blade, Mass: (RG) Giving all your allies a free action to blind a
different target is nice, but you could also cast Glitterdust. I doubt all your
allies are going to enjoy the extra Disarm bonuses.

Displacement: Upgrade to blur with a much shorter duration. Mirror Image is


generally a better cast for the level and the effect.

Fearsome Duplicate: (ARG: Halfling) Fun Flavor. Not sure it’s really that good
though. Can use it to scout out within the medium range, but there are better
spells (and familiars) for that. Gives you a bonus to your Intimidate, which
probably isn’t good with your Charisma. Again, fun flavor, cast it for that
reason, but from an optimization standpoint I would skip it.

Illusory Script: Another spell that I would think is otherwise not worth your
time that I have to consider rating it orange because its duration makes it
work really well for you. I really can’t think of too many times you’ll need to
conceal a message though.

Illusory Poison: (GnoG) This is like Phantasmal Killer, except it’s a poison. This
baffles me.

Invisibility Sphere: Mass Invisibility except you have to stay close together.
Actually not a bad spell and could have some good applications. Just
remember the minute/level duration if you’re planning on sneaking into places
other than the next room to get a surprise attack on the enemy.
Loathsome Veil: (UM) You get this spell when it’s already a little past its prime.
It’s disappointing that a first level spell, Colorspray, even though it’s a one-
shot deal it’s still seemingly a better cast than this. The area is pretty nice,
but the conditions probably aren’t worth it.

Major Image: Another minor upgrade to minor image, which apparently makes
it major. Not really feeling the spell level increase being worth it here, but
depending on your DM the extra effects could be good.

Minor Dream: (ARG: Gnome) Nice. This is basically sending but two levels early
and with the restrictions of dream. Communication with NPCs or players can be
very important and the unlimited range of this the key seller.

Vision of Hell: (UM) This is a lot like Loathsome Veil. I like the big area of
effect though, and there’s no HD limit, making it a better pick overall. It does
have the disadvantage of being evil though, so you may not want to cast it.

Necromancy
Animate Dead, Lesser: (UM) You get this a level later than divine casters,
and it’s not very good. You can create one zombie or skeleton, and for a third
level spell, that’s just not acceptable. It does have the advantage of being
permanent though. The not-lesser version is a little better for overwhelming a
dungeon with filled squares.

Deathwine: (AP: RotR) An interesting but possibly expensive way to cast


Necromancy spells at a higher level. No tricks for this come to mind, but I’m
sure there’s some use for this.

Eldrich Fever: (UM) Eldrich Ague is a good debuff against casters - better than
Distracting Cacophony as far as concentration checks go. Unlike Cacophony
this allows a fortitude save. In a lot of cases this is going to be a poor save
on the target you’re going for, and the permanent sickening part of this spell
elevates it slightly above Cacophony in my mind.

Gentle Repose: This corpse refrigeration could save your buddy’s bacon while
you find a cleric (or 10,000 gp.) Not a bad one to keep a scroll of until you
can rest up and recast it at full duration.

Halt Undead: Whoa, Triple Hold Person for Undead. Definitely consider this if
you’re in an undead heavy campaign.

Healing Thief: (UC) If this was Final Fantasy or World of Warcraft, this would
be a good spell. Since this is Pathfinder, a world where you don’t see a lot of
in-combat healing, and where touch attacks are total crap for Wizards, that
makes this spell crap.

Howling Agony: (UM) Not useless because it’s an untyped penalty, but there
are better spells to cast at this level.

Ki Leech: (UM) This is extremely important for replenishing your Ki Pool.


Actually if they had an archetype that actually gave you a Ki Pool, it’d
probably give you 4 opposition schools and remove your ability to use cantrips
in favor of a crappy spell sacrificing option (using your Ki Pool too, no doubt.)

Malediction: (APG) See Unravel Destiny


Marionette Possession: (UM) “Willing Creature” kind of kills this, and makes it
strange like the Skinsend spell.

Ray of Exhaustion: Ray of “Don’t Charge Me Now” works pretty well, and
will always do something. Exhaustion is a pretty painful ailment for physical
creatures, and while they might resist the first time, they can’t resist the second.

Sands of Time: (UM) I like how there’s no saving throw. I don’t like how it
makes you go to find the age statistics to see how good it is. That and it’s a
melee touch attack. By the way, I went and looked up age statistics, this isn’t
very good.

Toxic Gift: (UM) This one is kind of creepy... And not very good. Even in its
circumstance the poison is probably not good enough to get into melee range.

Vampiric Touch: The damage is untyped and it can’t be resisted for half, which
is cool. Might be something you’d have your familiar do if you’re using him for
touch attacks since he’ll need the temporary HP more than you, especially if
he’s in there touching people. Overall probably not worth the standard action
though.

Transmutation
Ape Walk: (StLC) Why this is a level after the superior Spider Climb, I dunno. I
guess it does let you jump around, but this is the level where you can just fly.

Ancestral Regression: (ARG: Drow) Turn into an Elf for 24 hours. Duration
makes it worth it for the effect for when you need it.

Anthropomorphic Animal: (UM) Furries rejoice! The rest of us shun this spell!
StreamOfTheSky on the Paizo Forums does make a good point that this does
give you the ability to make your familiar able to use Magic Devices earlier
than the normal time to pick up an improved familiar.

Beast Shape: Barely better than Alter Self the level before, and on yourself you
can’t even cast once you change shape. Not worth the standard action.

Blink: It’s like Displacement except... Better? Half the time you’re just not there
so true seeing doesn’t help. The drawback being that 20% of the time you can’t
do anything. That’s like casting deafness on yourself. There are some tricks that
make it possible to cast, but as is, I would avoid this spell. (Oh, that and it’s 1
round a level making it a dubious standard action anyway.)

Blood Scent: (ARG: Orc) Weird spell with weird restrictions. If you have Ragers
in your party, heroism is still a much better spell for the level.

Blot: (Gob) Do you know what else ruins writing? Fireball. I guess you could use
this if you want the writing to come back, but I can’t think of any often arising
uses for it.

Burrow: (UM) It’s a little before you get Elemental Form and Earth Glide, so this
spell has uses when you first get it.

Countless Eyes: (UM) Give someone improved uncanny dodge with a


potentially all-day duration. Solid. This could use a communal version, but it’s
a good cast on your BSF if he’s not a Barbarian or a Ranger.
Darkvision, Communal: (UM) A better spell to cast if you use Darkness
spells so you’re not cutting out your friends. Less useful if you hang out with
Dwarves and Orcs.

Devolution: (APG) Nerf an enemy Eidolon. Will Negates and circumstantial


nature make this one too rarely useful to take.

Improve Trap: (ARG: Kobold) Does what it says. Might be occasionally useful.

Fire Trail: (ARG: Goblin) This is kind of silly. Duration isn’t very long and
the trail lasts even less time. The damage is also very small. I’d say this is
something you’d consider using metamagic on later, but there are better spells
that use your move action at earlier levels.

Flame Arrow: It doesn’t say it doesn’t stack with other magical enchantments,
so it’s not a bad thing to throw onto your archer buddy’s quiver, particularly
since Archers are designed to have multiple attacks that would get a lot of
benefit from the otherwise minor damage increase.

Fly: Necessary.

Gaseous Form: Ultra defensive utility spell. The fact that you can’t cast is
indeed restrictive, but when it comes to fitting into places it’s better than a lot
of the uses that I can think of for Beast Shape, and it has double the duration.

Haste: The power boost you get from this is so significant that it may be worth
making it a preferred spell or a wand just so you can always have enough for
the day. This is the buff.

Fractions of Heal and Harm: (AP:SS) Deal less damage to heal yourself. Has
to be an AOE spell. Also has to be below level 3. I think you should go make
friends with a Cleric or buy a wand of Cure Light Wounds instead.

Enter Image: (APG) A lot of weird spells like this.. and none of them seem all
that useful. If it had a longer range and let you enter any object like you were
Sissel from Ghost Trick, that’d be a little bit better. As it is, it’s just too limited
in its usefulness.

Eruptive Postules: (UM) Ew.. Just... yeah... And it’s not really that great an
effect either. You could do this to your familar and tick him off though.

Excruciating Deformation: (UM) It takes too long for this to really take a good
effect, but there doesn’t seem to be any initial saving throw, so it’s better
than other pain spells but not by much.

Fins to Feet: (ARG:Merfolk) Probably want this as a Merfolk. Lasts a good long
time.

Flash Fire: (UC) You’ve got better blinding spells by now that don’t require a
gun to use.

Hostile Levitation: (UC) This is funny, but it’s only single target. It could make
your chain of perdition more effective though.

Keen Edge: Most of your party members who really want this are going to get
an enchant or pick up the Improved Critical feat. Until then the allies who
want it will appreciate the cast.
Greater Magic Weapon: In a normal wealth game, this progresses at about
the same rate that you’ll be finding magic weapons, making it kind of useless.
In low wealth games, this is priceless (And it has a good duration.)

Monstrous Physique I: (UM) Better than Beast Shape in that you can still cast
spells. The best effects are better duplicated by other spells though, and even
the armor bonus is lackluster considering you can cast a 1st level Shield spell
and get more armor for the duration (Of a type you’re probably not already
using.)

Paragon Surge: (ARG: Half-Elf) Free Feat for X number of minutes. There is a
lot of versatility here slightly stunted by the need for the prerequisites. The INT
bonus isn’t going to benefit you at all by this level, most likely.

Prehensile Pilfer: (ARG:Vanara) This is probably better if you have Prehensile


Tail allies who happen to be focused on Dirty Trick or Steal. Short duration and
stupidly circumstantial.

Pup Shape: (UC) It’s kind of like a baleful polymorph for magical beasts. A
save-or-die a few levels early is nice, but extremely limited in coverage. Also,
while this is basically a save-or-die spell, would you really feel good about
putting down a creature with such cute little eyes?

Raging Rubble: (ARG: Oread) Very weak compared to the other summon spells
from this level.

Resinous Skin: (UC) This is a pretty solid defense spell if you have to be
somewhere where you’re taking weapon damage.

Secret Page: Boy there are a lot of ways to protect writing in this game. Here’s
a suggestion, stop writing down things you don’t want people to read! But,
duration of permanent makes this kind of nice if you need to hide a text.
Since there is no level scaling on this guy, just buy a scroll of it for the one
time you might use it in the really odd situation.

Shifting Sand: (APG) Maybe not quite as good as Sleet Storm, but you can
move it around, which gives it an advantage. The area off effect is small, so
you might not have enough time to really remove your tracks with it. You
also move entangled creatures along with it making it similar to Aqueous Orb.
Combine with Sleet Storm to take advantage of how this reduces Acrobatics
Checks and create a deadzone for movement.

Shrink Item: Great duration and great effect. The “loot anything” spell for
single objects. Can also be the “bring your own cannon” spell if you have
seige type weapons in your campaign.

Slow: See, why would you cast a single target lockout spell when you can
completely gimp many creatures and affect at least a few of them even if
many of them save? Staggered is an awful condition that lets you run circles
around the enemy. They can’t make full attacks against you, and they can’t
move away from full attacks against them. Great debuff spell. Possibly the
best because of its creature coverage (Unlike spells like Confusion it works on
almost everything.)
Spider Climb, Communal: (UC) A lot less relevant on a level that everyone is
learning how to fly, but a circumstance could arise where you’ll be glad you
had it for a fast study.

Strangling Hair: (UM) Grappling is definitely something you’ll want to do


against creatures with low CMDs, and the flavor on this spell is incredible,
especially if you’re using your beard or mustache. Alas, the concentration
Duration and range makes it not quite as good as it could be since you casting
more spells is far better battlefield control than just locking out one person
a lot of the time. If you know you’re going to fight a low CMD caster though,
memorize this by all means. Or summon a monster.

Touch Injection: (UC) This one is really interesting. You can turn your Familiar
into a short term combat medic, or Heroism Potion injector using this spell. If
you’re brave, you can also turn your familiar into a walking syringe of poison.

Undead Anatomy I: (UM) this is basically the same thing as Monstrous


Physique except you detect as undead. I think this makes this spell a little
more useful in the odd circumstance you’re trying to blend in with a bunch of
ghouls.

Versatile Weapon: (APG) This might be worth keeping around in case your BSF
forgot his cold Iron weapon, but I think it’s just as easy for you to keep this in
your spellbook as it is for him to just bring along a different weapon.

Water Breathing: Long duration does its job well for when the situation comes
up. Also has built in communal.
4th-Level Wizard Spells
Abjuration
Curse of Magic Negation: (UM) Not as good as some of the other Spellblight
inflicting spells we’ve looked at. This time it’s a will save, making it harder to
land on what you’d want to land it on, and the spell resistance could be a little
higher.

Dimensional Anchor: Nothing sucks more than when you’re fighting that BBEG
that teleports away right before the kill. This keeps that from happening so
you can finally take him out. No save is awesome, though you’ll have to beat
his spell resistance.

Fire Trap: Half the price of Phantom Trap (man that spell really seems to suck
now) but not a very huge effect. Its permanent nature means you can throw
it in your spellbook and forget about it, but I don’t think it’s even worth it
then.

Globe of Invulnerability, Lesser: 3rd level or lower spells are becoming a


little less threatening now, but if you know that you’re going to be up against
a caster specifically this could save you some headaches. Note that if you
or your players are abusing Dazing Spell with Third Level or lower spells,
this is a great way to shut them down since they still count as Third Level or
lower spells. This fact bumps this up to green in my opinion, even though it’s
immobile.

Nondetection, Communal: (UC) Circumstantial just by itself, it’s not much


better a level higher as a communal spell.

Protection from Energy, Communal: (UC) It really depends on how you


interpret “overlap”. If Resist energy works before protection from energy
takes its damage, it might be worth doubling up the two. If it doesn’t work
that way, this is useless. Just use Resist Energy.

Remove Curse: Curses aren’t terribly common, but you’ll need this when you
need it. Especially with spellblights being a thing now.

Stoneskin: 250 gold a cast means you shouldn’t be using this often, but it
may be worth it if the thing you’re going against can’t pierce the DR and if it
makes the difference in a win or loss.

True Form: (APG) Lets you counter a level 5 spell with a level 4 spell, which
makes this worth considering. Also lets you force change a bunch of
polymorphed targets back to their original forms. I’d stick it in your spellbook
and memorize it when you need it, especially if you’re preparing to face a
bunch of lycanthropes or something.

Conjuration
Acid Pit: (APG) It’s sorta an upgrade to Spiked Pit, but think of the Loot! This
thing melts their stuff! That and it deals acid damage, giving it slightly less
coverage. At this point I think casting the lower level spell is better.

Black Tentacles: This is a party favorite, I know, but the CMB on this is awful.
At level 7 when you first get it, CMD is 26 vs your CMB of 11, meaning a 15
or higher. At level 9 the average CMD is 31. The CMB of these tentacles is
13. That means you have to roll a 18 or above to grapple most things at this
challenge rating. This is only going to get worse as CMD scales faster than
1 point a level, which is all you’re getting added to your CMB here. Granted
you could be going against things that have low CMDs, and against those
this is awesome, especially with the area of effect. But it’s not quite the
awesome that everyone makes it out to be. (Now excuse me while I go make
preparations for all the “OH NO YOU DINTs” I’m going to get for calling this
out.)

Dimensional Door: Obviously not as valuable to a Conjurer, but even then I


defy you to make a withdraw or full run action that instantly moves you 800’.
Not happening. Positioning is key, and this does positioning well (And you can
even take your friends.)

Fleshworm Infestation: (UM) A decent effect that doesn’t seem to offer a


saving throw besides delaying the worst part of this spell for another round.
The touch range of this makes it tough to use, however, and it’s evil.

Ghost Wolf: (ARG: Half-Orc) Phantom Steed a level later with a very minor and
basically useless fear aura and the option to cancel the duration to make it
into a Summon Monster with worse stats than actually casting SMIV. I don’t
think it has enough benefits to justify the level increase.

Infernal Healing, Greater: (ISWG) Like the first spell, not exactly a great
thing in combat, but out of combat this equates to 40 HP, which the Cleric
can’t do with Cure Critical Wounds at all at level 7, and barely makes it at
level 8 if he gets max rolls. This also has the added effect of making creatures
detect as Evil, which could have some strange utility benefit.

Minor Creation: Wait... plant matter? What?

Phantom Chariot: (UC) Screw Overland Flight, this is the way to travel in style!
If you have fewer than 7 party members, this’ll tide you over until you get
Teleport, or help you discover new locations to use with Teleport.

Phantom Steed, Communal: (UC) Circumstantially better than Phantom


Chariot and certainly better in combat situations. Saves you a lot of 3rd level
spell castings to make this for your entire party.

Secure Shelter: An upgrade to your rope home, and it does its job well.

Solid Fog: It really is difficult to recommend this when Sleet Storm of the
previous spell level seems to perform better in just about every category
except that this prevents ranged attacks.

Summon Accuser: (RG) Actually not bad. He’s not amazing for Combat, except
he has some SLAs worth looking at. The big thing here is that he lasts 10
minutes per level and provides instant feedback for scouting. Moving at 60’
per round and having self invisibility, he’s pretty much better than the same
level Arcane Eye for scouting. This spell has a really odd focus with rotton
meat, and this is an Evil Spell, but it’s good.

Summon Monster IV: This level lacks a lot of viable variety compared to level
3. Without using the non-core alternatives, the Bison and the Hound Archon
are the only things really worth summoning at any given time. Those options
are good enough to consider still memorizing this though. You also could just
use it to take advantage of superior summons and rain Crocodiles or Lantern
Archons on the place. It’s also worthy to note that some creatures like the
Bison actually have 5 HD this time around which activates the Celestial/
Fiendish damage reduction, making them even better tanks.

Touch of Slime: (UM) Inferior mechanically to the just discussed Fleshworm


Infestation.

Web Cloud: (ARG: Drow) This is pretty cool. I’m not sure it’s cooler than just
casting web if you have anchor points, but it is nice that the creatures remain
trapped after it passes by. Nice big spread, and it lasts a very long time which
boosts its overall usefulness.

Divination
Arcane Eye: Okay, it’s not popping your own eye out cool, but it’s pretty cool.
I mean, it’s slow, with a 10 minute casting time and 30’ movement, but it’s also
safe for scouting, especially if it seems too precarious for your familiar to be
snooping around.

Detect Scrying: For when you discover you’re the last of the Macguffin clan,
and there can only be one muffin baker! I do like the duration here at least,
for when it does come up.

Locate Creature: Not only have you lost your keys, but now you’ve lost your
friends? How do you function? Again, the range on this makes me sad, though
the need for this may come up on an occasion.

Named Bullet: (UC) The fact that this is an auto-crit saves it from being a total
waste of space. Ranged attacks often have x3 or even x4 damage on a crit,
so if you know what you’re going up against, making a few of these ahead
of time (take advantage of the 10 minute per level duration) could make
easy work of your target. It’s still a little too expensive as a standard action
in combat, so don’t bother if you haven’t planned it ahead of time. This is
especially good if your ranged character has any of the crit feats to apply.
(Thanks to Rogue Eidolon for pointing out the auto-crit that I missed.)

Scrying: Here we go. Unlimited distance. Don’t necessarily have to know the
target (But it gets harder to perform.) This is a great way to get info to
teleport into someone’s lair.

Share Senses: (APG) This is an early access to Scry on Familiar that’s probably
too circumstantial to consider.

Symbol of Revelation: (UM) Looks like a fortress spell to me. Not worth the
1000gp.

Tongues, Communal: (UC) In many cases Share Language is better for the
spell level, but something might come up where you’d need this spell.

Enchantment
Aura of the Unremarkable: (CEoD) So many eyes, so many saving throws.
However mundane NPCs, the usual target for this spell, probably have low
wills, and your save DC should be almost 20 by this point. I think you have
good odds for this to work, and it’s a hilarious spell to boot. Gonna give this a
half green to make people notice it, and for urban campaigns.
Charm Monster: I like Charm Person for social situations. You’re not going to
have a cup of tea with a monster. That said the duration is nice, and if you
didn’t dump your Charisma this is a minor thrall maker.

Control Summoned Creature: (UM) Stupidly circumstantial, but good in that


circumstance assuming whatever was summoned is worth taking control of
and doesn’t have a high will save. Like Banishment, this would be a fine spell
for a Scrollmaster to have on a Scroll.

Confusion: Its more powerful effect than slow makes the mind-affecting
restriction worth it. Basically gives the target a 25% chance to attack, and
if you affect more than one creature in an area and they end up hitting
eachother, you’ve just started a fight that will lock them out for the entire
duration. No save every round, none of that other “Enchantment School
Sucks” nonsense. This is a good spell.

Crushing Despair: Aw, you get the Good Hope counterspell, but not the Good
Hope spell? Stupid emo wizard. I’m so growing my hair out and putting
piercings on the tips of my elven ears. Oh right, the spell. Will Negates. Nuff
said. Okay I’ll say more. I like that the penalty is untyped and that it’s an
AOE, but the range and effect is small for level 4, and if you’re draining saves
to do a crazy save or lose spell, well this spell requires a save, making it less
than optimal.

Daze, Mass: (UM) There are better spells now that lock out multiple creatures
for longer than a round, not necessarily with Daze, but definitely more potent.
I’d consider the Confusion spell to be a better cast, for instance, as it lasts
multiple rounds and could have the same effects over that time. Additionally,
you can duplicate this to a limited degree with a Dazing Burning Hands spell,
targeting Reflex and creatures immune to mind-effecting attacks.

Forgetful Slumber: (ARG: Half-Elf) Extra points for uniqueness, I just wish
it didn’t have that HD limit. Though the forgetting aspect of this spell might
be best used on NPCs who fall into the 10HD category. I can think of a lot of
things you can do with this.

Geas-Lesser: Will save, spell resistance, and HD limit that makes it worthless
the level after you get it. Geas is cool, lesser is not.

Malfunction: (UM) Circumstantially good if you’re fighting constructs because a


lot of your magic won’t affect them. Might be red if the average construct has
a high fortitude. I’ll leave that up to Shoelessinsight to check out, and I’ll edit
his later.

Malicious Spite: (UM) Another interesting RP catalyst spell that could be good
in the right campaign and situation. Not very good for combat, but very nice
for a more social game for inciting intrigue. Definitely not a memorize every
day spell.

Moonstruck: (APG) Weird flavor. Completely inferior to Confusion.

Overwhelming Grief: (UM) This is Hideous Laughter except the target has a
big sad and loses his dexterity modifier. I don’t think the effect is two spell
levels better than Hideous Laughter. Should have been level 3 at least.

Terrible Remorse: (UM) Save-or-Become-Emo spell. While this is a single


target mind-effecting Will save spell, it locks them up pretty good and even
when they save they are still staggered for a round. Not the best spell, but
better than some of the others.

Evocation
Agonize: (UM) Seems like a good idea if you’re going all Malconvoker and
binding creatures, but what if they save? Then they can look at you and be all
like “What did you just try to do” and you’ll be like “Uh... Nothing?” and then
the awkward silence will just be dreadful at that point. Honestly I don’t think
you need this, it’s probably going to make things worse than before you tried
it.

Ball Lightning: (APG) As a level 4 spell, these are okay. They take up squares
and let you control the battlefield a little bit with the duration. As a level 7
Dazing Ball Lightning spell they are a turn by turn nuisance that if they fail to
lock down their targets on the first turn, they get to try try again. They even
get a nice bonus against anything wearing metal armor. Almost broken.

Detonate: (APG) A blast spell with no extra effect except that it deals damage
to you, and costs 50 gold a cast. The only thing that would make this better is
to make it a level 7 Dazing Detonate so you’d have to make a fortitude save
or be dazed for 4 rounds.

Dragon’s Breath: (APG) A versatile blast spell that basically has Admixture
built into it. It makes a nice one to use with metamagic without too much
worry about enemies being immune to it when you decide to cast it.

Fire Shield: 1 round per level restricts a lot of uses of this spell, and the
retaliation effect is crap. But taking half damage from fire or cold could be
useful on occasion.

Hurricane Blast: (AP:LoF) A slightly better effect than Gust of Wind, but a less
usable area of effect. Would like more if it lasted more than a round.

Ice Storm: Blast + difficult terrain. Not a bad combo if you need to blast.
You’ve got better spells than this for battlefield control, but a lot of them also
include obscuring sight. If you don’t want that this is another option.

Resilient Sphere: A single target lockout spell that targets reflex. Great
duration. I can see uses for this. Technically they can eventually force their
way out... that is if their attacks can beat the 30 hardness.

River of Wind: (APG) A very long line knock prone spell that targets fortitude.
Many creatures you want to knock prone have higher Fortitudes than
anything, but some have a higher reflex, so as far as spells that knock
enemies prone go, this one increases your resistance coverage a bit.

Shout: Meh, minor blast with an extra effect. Deafness isn’t the greatest debuff.

Telekinetic Charge: (UC) Give your BSF a free attack and position him a little
better on the battlefield. Says you can move him anywhere within the range
of the spell, which means you should get Reach Spell and cast this as a 6th
level spell, allowing you to move him 800’. By itself, it’s good, especially since
the Benign Transposition line doesn’t have an equivalent in pathfinder yet -
this is the closest thing (that I’ve found so far.) Seriously, this is crazy good.
Your BSF will be your best friend for life as you position him to get full attacks
off on the enemy.
Vitriolic Mist: (UM) Fire shield, except acid elemental, and less versatile for the
slot since you can’t pick between two elements.

Volcanic Storm: (UM) The fire version of Ice Storm. Everything is pretty much
exactly the same.

Wall of Fire: The damage here isn’t very good and thus the wall isn’t going to
deter anyone who knows that. I’d still recommend it for the psychological
effect, but then you have Wall of Ice as an actual all to cast instead.

Wall of Ice: Hard battlefield control that can be used to divide up enemies
without worrying about their saving throws (If you throw it up in the right
place.) It’s not terribly strong, but could be enough to slow enemies down.
While the wall is easy to break (Being 24 hp when you can first cast it), it still
deals some damage to the enemies that pass through it.

Illusion
Hallucinatory Terrain: Has a nice long duration. Unless you can fool a Ranger
into being in his favored terrain though, I can’t think of very many (practical)
uses for this.

Illusory Wall: Still blocks sight even if they know it’s there. Permanent duration
with no component cost is also amazing. The area of effect isn’t huge, but I
really like this.

Greater Invisibility: The reduction of the duration makes this in many ways
worse than regular invisibility, but it does have the benefit of making your
Rogue your absolute best friend in the world, and sometimes even you need
to target enemies while remaining hidden.

Minor Phantom Object: (ARG: Gnome) Considering this does basically the
same thing as Minor Creation but a target gets a will save to resist it, I’d say
just take Minor Creation.

Phantasmal Killer: Your first true Save-or-Die is a save twice or die. I don’t
like those odds.

Rainbow Pattern: 24 HD means that you’ll be able to use this for a while,
but it still means that when you first gain access to it the largest number
of creatures you can fascinate is three or four (compare to confusion). That
and the duration of concentration undermines the otherwise good fascinate
condition.

Shadow Conjuration: Not a fan of the “Shadow” spells, especially the


conjuration line. You spend a higher level slot for versatility, except that
versatility adds a will save to just about any spell you cast regardless if they
offered a save in the first place, so you’ve just spent a higher level slot on a
less effective lower level spell.

Shadow Step: (UM) Being in the same spell level as Dimension Door, which
does not need to be in shadows to be used, this is a poor pick. In fact, you
might say it’s overshadowed. (And gosh, it even has somatic components,
that’s like one of the best things about Dimension Door...) This should have
been a swift action, or level 3. It does have the slight advantage that you can
still take actions after you cast it unlike Dimension Door though.
Shocking Image: (UC) I like how there’s no saving throw for the damage, but
I’m not sure that it’s worth 2 more spell levels over Mirror Image. Still, solid
spell just because it’s Mirror Image, and the shocking part MIGHT help dump
some of the aggro against you specifically.

Simulacrum, Lesser: (UM) Or, Create Killer Snowman. Treantmonk was “split
minded” about the original spell because it let you create creatures that have
a greater than your own. This one is a heck of a lot cheaper, but has to be
a creature equal to your level. Being that simulacrums have half the power
of the original, this creature is essentially half your level. I’m not sure that’s
worth the money or effort.

Wandering Star Motes: (APG) It’s like a level 2 spell with an infinite bouncing
spell effect (Like Hideous Laughter, for instance.) A level 2 bouncing spell
would be a level 3 metamagic. This spell is level 4 and underwhelming, even
with the infinite effect. However, it does outline invisible creatures, and
doesn’t say that “The nearest creature” has to be visible, so it’s a secondary
effect that might make this worth casting circumstantially over its superior
competitors (Besides opposition school reasons.)

Necromancy
Animate Dead: You get this a level after divine casters, but since it’s permanent
the spell slot isn’t the important thing. Some of the later skeletons are nice
tanks, and it’s great that you can have them follow you through dungeons
without using your actions to bring them out. It does cost money for your
shambling army, and you have an achilles heel to just about every divine
caster and undead targeting spell out there. Plus, you can’t heal your army
the same way a Cleric can since you can’t channel negative energy.

Bestow Curse: Normally I’d love this spell because of its open endedness,
but this is the very spell that taught me the wiles of Save or Die tactics. It
allows a saving throw and you have to penetrate SR, and while reach spell
makes it more usable, at this level it’s not even worth considering.

Boneshatter: (OLoP) This is like Ray of Exhaustion but it deals a little damage
too. I guess the damage is worth the level up, but the Fatigue is limited in
duration, making me more apt to recommend the 3rd level spell.

Contagion: It’s like Bestow Curse, but instead it inflicts a disease that takes a
long time to incubate. Avoid this...(puts on sunglasses)... like the plague.

Enervation: You can make an entire build centered around this spell. You still
have to break spell resistance, but bestowing negative levels is everything
you’ve dreamed of. Even without focusing on this spell with all kinds of
metamagic to buff it out, it’s a great way to lower the enemy’s saves for another
save or lose spell.

False Life, Greater: (UM) Still a useful cast like False Life, but maybe not
so much right when you get 4th level spells. Once 4th level spells become
irrelevant and you find yourself having plenty of extra slots for the day, then
this makes a fine cast and forget spell for your daily preparations.

Familiar Melding: (UM) This spell looks familiar, where have I seen this before?
This is better than Skinsend and all the other strange possession spells
they’ve added because if you die while in your familiar’s body, you’re still
okay if you’re in range. This is the closest thing you can get to casting from
your Familiar that I know of, but even though it doesn’t say your body is
helpless this time, I don’t like the idea of leaving it behind.

Fear: Wizard’s intimidate with a chance of creating a little crowd control. The
range is a little short, but besides that this is a great spell, and you should
have a quickened spell ready to take advantage of the -2 to their saving
throws that the savers have received.

Shadow Projection: (APG) Now this is how it’s done. This is the same thing
as all these other possession spells, except that it has infinite range and it
adds some nice things to you as well. The duration is a bit restrictive, and
you still want to find a good hiding place for your body, but I could actually
see casting this spell on a regular basis. It’s been suggested that you can cast
while in objects, if you can this is definitely a better spell. I personally don’t
see you doing either Verbal or Somatic components in any object.

Skeleton Crew: (PoIS) Animate dead with a purpose other than to have a
shambling army. Cool, but stupidly circumstantial. I’d hang onto the spell in
case I needed it, but in most campaigns I doubt it’ll ever come up.

Transmutation
Absorbing Inhalation: (ARG: Sylph) Very circumstantial way to remove clouds
and turn them into your own weapon. If you have Item Bond, might be worth
keeping in your spellbook.

Age Resistance, Lesser: (UM) You might consider this if you’re starting a
campaign at higher levels, because you can exploit the age system and just
cast this every day. Wait... Not this, but the next version. This version sucks.

Animal Aspect, Greater: (UC) Like its lower level version, I don’t feel like the
benefits are very good for the level.

Beast Shape II: Now that Monstrous Physique is around, this is even worse,
even for your Familiar.

Calcific Touch: (APG) A fantastic spell for a Magus to expand his arcana with.
For you, well you don’t want to be in Melee. This spell lasts a decent amount
of time though and can eventually be a save-or-die spell without the save,
while continually debuffing the enemy. Many battles won’t last that long,
but some bosses would still be effected by this. Might be worth sending
your familiar into melee for, but beware that he’ll probably immediately get
targeted if you start this slow and steady process of death. Good candidate
for Reach Spell.

Cloud Shape: (ARG: Sylph) Kind of weird upgrade to Gaseous Form. I guess if
you need to disguise yourself as a cloud for some reason.

Darkvision, Greater: (UM) I see you, you can’t see me. Since most creatures
have 60’ darkvision if they have it at all, this is great when you’re walking
around in caves as you (or whoever you cast it on) can detect things before
they do.

Earth Glide: (ARG: Svirfneblin) Stone shape is a little better at this level, but if
you need to be discrete this isn’t terrible and is an earlier level than Passwall.

Elemental Body: If you can still cast, it may be worth doing this for the natural
armor bonus. This will also help your familiar be a better flanking buddy if you
are so daring. I like Earth Elemental for your Familiar and Water elemental
for you. If you have the improved share spells feat then you being a water
elemental also increases your familiar’s HP. Find out from your DM if you can
cast in this form.

Enlarge Person, Mass: On a regular basis, I’m not sure you’ll have more than
one or two people that this would be important for, but if you’re heading an
army or just need some NPC meat shields this is handy.

Firefall: (APG) The only really redeeming part of this spell is the range, and
with Reach Spell, you might as well cast the better Pyrotechnics spell.

Hellmouth Lash: (ARG: Tiefling) Can’t speak or cast spells while this spell is out.
Damage is meh. Spell is meh.

Magic Siege Weapon, Greater: (UC) As I said with the original Magic Siege
Weapon, the buff is too weak for a Siege Weapon.

Miasmic Form: (ARG: Sylph) Like scorching ash form but causes nauseation or
consitution damage. Being a level earlier than Cloudkill this isn’t too bad. It
would be good if it didn’t cost 100gp a cast.

Mnemonic Enhancer: With a 10 minute casting time and the existence of the
Fast Study feat, what little I could recommend about this spell is moot.

Monstrous Physique II: (UM) Not a big improvement over the first one.
The net armor you’d get from going large is still only +3, so a lower level
spell is still a superior standard action for that. Circumstantially some of the
movement modes might help. However, the existance of this spell suggests
you can give Pounce to your allies with the Polymorph spell of next level,
which improves that spell significantly, especially if your BSF can’t get it
otherwise.

Obsidian Flow: (UC) A level late to the “Difficult Terrain” party, but I guess this
deals damage too. That by itself is probably not worth the extra level, and
the other effects aren’t anything impressive. The difficult terrain is however
permanent... So this spell could be used to set up a battlefield ahead of time,
maybe. Also gives your Ki Throwing monk somewhere he can toss enemies
and deal a tiny bit of extra damage - Though Create Pit is a much better
candidate for that.

Reduce Person: Reduce person is a small buff, and as a 4th level spell it falls a
little short.

Resilient Reservoir: (ARG: Half-Elf) I... am a BOMB! Sorta. The duration is a


bit short to make it terribly useful, but I do like the effect. As a Wizard I see
this as a wasted spell slot because I would rather not be somewhere where
I’m being hit. If you are playing a Gish build of some kind though, I think
this might be worth casting (With a quickened spell.) The fact that it actually
negates the 1 point of damage damage does make it a little more attractive,
especially if you already have Damage Reduction.

Ride the Waves: (UM) Solves all your swimming problems with an excellent
duration. Great for when the occasion arises and blue in aquatic campaigns.

Scorching Ash Form: (ARG: Ifrit) An offensive form of Gaseous form. Since
Gaseous form is a pretty defensive ability, this is a great way to deal damage
while remaining pretty safe. Good thing to cast on your familiar.
Shadowy Haven: (ARG: Fetchling) Slightly upgraded Rope Trick that can also be
a way to travel to the Shadow Plane. This is the same level as Secure Shelter,
and I think as a resting place that is the better spell.

Stone Shape: Nice and open ended. Makes you feel like an earthbending
superhero. Be creative and this will work well for you.

Symbol of Slowing: (UM) Also not worth the gold.

Vermin Shape I: (UM) Oh joy! You can turn into vermin now a level after you
can turn into animals for the first time.

Village Veil: (ARG: Halfling) Similar to Mirage Arcana but with a much longer
duration and without some of the cool benefits. There are some interesting
roleplaying benefits to this, and the spell is very effective for what it does.
5th-Level Wizard Spells
Abjuration
Break Enchantment: One minute casting time restricts this from being a game
changer, but something you may want to keep in your spellbook for fast study
when you might need it.

Covetous Aura: (ISWG) I don’t like how it ends right after you get the effect,
and this really requires that you know what’s coming to make it even worth
memorizing.

Dismissal: Effectively save-or-die for an outsider. I think that a multi-target


lockout spell from a previous level would be just as, if not more effective most
of the time. Being single target and not actually killing the target makes this
kind of low value for the level.

Life Bubble: (APG) Seems to work as advertised. Like a super upgraded Endure
Elements. One nice thing is the immunity to cloud spells. Would be worth
keeping around as a scroll, or with a duration like that you may want to cast
this on yourself every morning.

Mage’s Private Sanctum: 10 minute casting time makes this a planner’s spell,
but there are a lot of uses for this if you have the time to prepare. You can
also use it to hold secret meetings and stuff, which is what I think it was
intended for, but think outside of the box and you might be well-pleased you
had this in your spellbook.

Soothe Construct: (UM) Not as familiar with construct rules because I haven’t
had much chance to use them, but it sounds like you’d want this at least as a
contingency.

Stone Skin, Communal: (UC) One interesting benefit of this version of the
spell is that if you cast it only on yourself it only costs 100gp as opposed to
250. Divided between 2 people it’s still cheaper. A much better value and a
much greater benefit.

Unbreakable Construct: (UM) Shares the same problem with Stone Skin,
except it’s a lot more circumstantial, and it’s a MUCH lower duration.

Wreath of Blades: (UC) The focus is a bit expensive, but it turns you or your
familiar into a whirling area of death. This is a decent deal for both - for you
if you’re stuck in Melee because it means that medium creatures aren’t going
to want to be near you, and for your familiar because it means you have a
decently damaging field you can command to move around.

Conjuration
Acidic Spray: (UM) The damage is pretty decent if the enemy fails their save.
No utility like Disintegrate, but the AOE aspect makes it a fine blast spell.
Being this high level and only being a line makes it less of a choice for
metamagic however.

Corrosive Consumption: (UM) No save, but can easily be removed. Plus touch
range.

Cloudkill: “A successful fortitude save halves the [constitution] damage” about


sums up how awesome this is. There is no escape! Well, I mean, assuming
you can hold them still for a couple of minutes while this takes them out.
Great spell to combine with Create Pit or similar lockout option that will also
contain the ever-moving cloud. Even if you just use this normally they’re
going to lose at least a few constitution if they’re not immune to poison.

Damnation Stride: (ARG:Tiefling) Dimension door a level higher with minor fire
damage added. Nope. Unless you add Dazing Spell and just need to teleport.

Geyser: (APG) A creative spell that doesn’t pan out as very good, at least not
for the level. It’s a single target trip spell that targets reflex that creates a
minor badzone as long as you concentrate. I like the spell, I just don’t think it
should be level 5.

Hostile Juxtaposition: (UC) Hey! It’s baleful transposition! A 2nd level 3.5
spell! Okay, this is a little different, since you can use it to force the target
to take a blow to the face for you. This is potentially very good, but the will
save with no secondary effect kind of gets to me. Still if you know the target
is likely to fail a will save, you can use them as your meat bag. Even just
using this to switch places with something to gain a tactical advantage would
be a fine use of this spell. If your DM thinks that the target knows about the
link when you establish it, then this is worse. The size limitation is also a
saddening thing.

Hungry Pit: (APG) Better than Acid Pit since you’ll be able to keep the loot,
and a fine upgrade to Spiked Pit. This gets really deep too. At this level more
creatures are able to fly though, making this less of a stellar choice. If you
can catch them in the pit before they can fly though it’s a DC 20 fly check to
get out because they are ascending at a greater than 45 degree angle.

Mage’s Faithful Hound: Alarm does the watchdog part better as a level 1
spell, and Summon Monster V does the damage part better, especially since
it reduces the duration to 1 round a level when this thing starts attacking
anyway.
Major Creation: Unless you’re using this to create Uranium and Nuclear devices,
the duration says to me that this is mostly useless.

Planar Binding, Lesser: A great way to get a mostly permanent companion for
whatever task you want to set them out for. 6 HD or less doesn’t give you the
most options, but the potential duration is the selling point.

Secret Chest: An expensive chest, but a great place to hide your second spell
book in case your main one gets stolen. It has a fantastic duration, and you
can just reuse the expensive chest once it runs up.

Summon Infernal Host: (RG) Magaavs are decent summons for the level,
comparing them to the Bralani they do less damage, but they can cause
infernal wounds and make somewhat decent grapplers for the level. The
lesser Gaavs are probably better if you just want damage and battlefield
control, and are multiplied with superior summoning. I don’t think it’s better
than Summon Monster V and I don’t think what it brings is unique enough to
really consider it, but it’s not a bad spell.

Summon Monster V: The cream of this summon monster level is the Earth
Elemental’s ability to use greater bullrush. I also like the Babau as a flanking
buddy because of his damage output. Aside from that there is a lot of viable
variety here, but nothing that stands out as something you gotta have every
battle.
Teleport: This spell represents when your campaign becomes less of a journey
and more of a series of events. Save yourself so much time with this awesome
utility, or get your party out of a bad situation.

Unseen Crew: (PoIS) Wow, this campaign setting really wants you to go all
anti-social on the NPCs doesn’t it? This is better than Skeleton crew since it
doesn’t need bodies, but you’re just not going to use this in most campaigns.

Wall of Stone: Hard battlefield control. Has some versatility as a bridge, a trap,
or as a building block for your Castle since it’s permanent. The only drawback
is that you have to have solid stone to support it, but you’ll usually be around
something you can use.

Divination
Contact Other Plane: I’m all for getting information, but this information is
hardly reliable and could gimp you for a good amount of time.

Prying Eyes: Love the range, number, and duration. Not as much a fan of how
they have to come back to you to report their findings. Not a bad scouting
tool though.

Telepathic Link: For 10 minutes a level, you can start talking about the
situation like you would out of character, except in character!

Truespeak: (ARG:Aasimar) Not too shabby, though two levels higher than
Tongues which does basically the same thing under most circumstances.
This DOES let you talk with anything though (Including Animals and arguably
Plants), making it a great pick for a Sorcerer as it is an “avoid all redundancy”
spell. As a Wizard, I’d keep it in my spellbook as a contingency and maybe
write up a scroll.

Symbol of Scrying: (UM) So many expensive symbol spells...

Enchantment
Apparant Master: (M:GoD) Similar to Control Construct, except 2 levels earlier
and with an hour duration. I’m not sure how to interpret “Any command that
directly results in damage breaks the spell.” If that means that you can’t
attack with the construct, which I think it does, then this is only really good
for temporarily putting the construct out of commission. But that’s okay,
because Constructs are normally immune to most of what you do, so this isn’t
a bad spell for the circumstance.

Constricting Coil: (AP:SS) Same deal as Hold Monster. You might think that the
fact that it deals damage makes it better than Hold Monster, but since they’re
helpless you can just coup de grace them to death anyway. The damage is
nice, don’t get me wrong, but their odds of escape are the same, and I’ve
personally used Hold Person in non-violent/non-combat ways that the damage
isn’t always what you want to do.

Curse of Disguist: (UM) A powerful RP flavor spell, but we’re getting too high
level for it to be this weak. Theoretically, this isn’t more powerful than the
effects Bestow Curse can inflict, so arguably you could create this curse and
cast it at level 3, or make it a reach spell and achieve the same effect at level
4.
Dominate Person: I’m sure this is why anyone goes enchantment. Full and
absolute control. But when you get down to it, it’s really just another single
target save or lose spell. The fact that that save or lose makes you a thrall
that does your bidding (But gets another saving throw whenever the DM feels
like it - er - whenever the thrall does something against its nature.) It’s a
good effect, I’m still not a fan.

Feeblemind: Another mind-affecting will save single target save or lose spell.
The effect is hilarious, and permanent, but it really just boils down to the
same thing we’ve been seeing all along. It doesn’t help that most class-based
characters you’ll be using this on have Will as a “good” save. The -4 that
arcane casters take to their save does balance the redundancy out a little bit,
and actually bump this spell up a little bit.

Hold Monster: Helpless is a good condition, and that’s the only thing keeping
this otherwise deja vu enchantment spell from the garbage.

Mind Fog: Duration is nice and long, and this is an AOE debuff. Even if the
thought of “Make a will save and your future will saves are going to suck”
seems a little self-defeating, you’re bound to get one or two of those inside
the fog, and the ones affected could be the next target of your Dominate
Person spell or something similar. Do you actually know if they are affected
though? Because if you don’t then you really can’t even use this.

Smug Narcissism: (UM) Too high level for the effect, even with the RP value
considered.

Symbol of Sleep: “1,000 gp” material cost and “10 HD or less.” Yup.

Evocation
Cone of Cold: Fantastic range and area of effect and easily modified with Rime
spell. Dazing spell is a little less recommended unless you have a rod. At this
level, well it’s pure blast, but a step up.

Fire Snake: (APG) Sort of a blast spell with a slightly built in selective spell. Not
particularly exciting. Just to clarify, using this with Dazing Spell would make
it a level 8 spell. Adding Selective Spell to a Dazing Fireball would make it a
level 7 spell.

Icy Prison: (UM) A great Save-or-Suck spell, with a dash of die if they aren’t
cold resistant. It’s sort of like Hold Monster but it entangles them for the
duration if they happen to succeed their save, and still deals your level in
damage every round of the spell. If they fail, and they have no resistance to
Cold damage, they’re pretty much dead unless someone breaks them out.
Absolutely fantastic duration and targeting Reflex instead of Will is a nice
advantage too.

Interposing Hand: A really high level way to get +4 AC, which the only
advantage this AC has is that it stacks with just about anything. The problem
is that you have to choose a single target to get this AC against, and that just
strikes me as too weak for the level considering at level 1 you have things
like Mage Armor or Shield that last longer than one round a level and don’t
require move actions to choose new targets. But it is a unique bonus, and
might help you in a particular circumstance (Such as your familiar flanking
and aiding another for your BSF.)
Lightning Arc: (UM) Has a creative effect area, kind of like a tripwire between
two creatures effecting everything in between. One of many elemental
damage options this level.

Pain Strike, Mass: (APG) Pain Strike wasn’t good enough, and neither is this.

Sending: Good for when you need to get information to someone. Infinite range
is where it’s at.

Sonic Thrust: (UM) This is almost word for word the Violent Thrust use of
Telekinesis. Why not just memorize Telekinesis and add some versatility to
your slot?

Wall of Force: Has a few advantages over Wall of Stone; it has a much better
hardness and more HP, it’s double the size, it doesn’t have any provisions
for being broken with a single attack, and it doesn’t require a solid stone
surface to work with. And then it has a few disadvantages; it has a duration
of 1 round per level instead of permanent, it’s close range instead of medium
range, and it doesn’t have the same utility as Wall of Stone. I’d say that Wall
of Stone edges out as the better slot memorization because of the utility,
except that it does have a circumstance it needs to be cast. I think they’re
both great spells with a balance of advantages and disadvantages. One other
quirk to mention - gaze attacks work through this - so that can be either good
or bad, but it’s something you can plan for.

Wall of Sound: (UM) A level after Solid Barriers start coming up, Evocation
gets this spell. It’s outclassed. I think Wind Wall is a better cast being 2 levels
lower and having the same Battlefield Control effect. It could also be used as
a really odd blast spell, but I’d probably avoid that too (unless you can really
take advantage of this spells quirk’s.)

Illusion
Dream: Capable of sending longer messages than Sending but with a few
restrictions. May be worth having if the message needs to be long.

False Vision: For just 250 gold, you can fool the Breakfast Monsters into
thinking the Macguffin Muffin has been eaten! (Dramatic Note!)

Major Phantom Object: (ARG:Gnome) You didn’t choose Conjuration as an


Opposition School did you? Why not just cast Major Creation? Oh, I guess you
can use spellcraft instead of a crafting check for the creation. Still not sold.

Mirage Arcana: You get to do buildings now. I really think this spell is cool, and
I’d love to cast it for fun, but I can’t think of any practical use for it. Actually,
I take it back. This spell is like Illusionary Wall, except you can create many
buildings and walls. Well, that is if your DM rules it that way. If your DM rules
that if the Will save is made they can see through the buildings instead of it
providing cover and blocking sight, then just mark this red. The one standard
action cast is what makes this even possible to recommend.

Nightmare: I’m not saying it’s completely unusable, what I am saying is that if
you do get to use it effectively, it’ll probably only be once or twice.

Persistant Image: All you’ve loved about the other illusion spells, except now
there is no concentration required.
Phantasmal Web: (APG) Like web, but targets will and specific creatures rather
than creating a physical web. Grappling a group of critters targeting Will is
already nice for the saving throw coverage, but adding in the possibility that
they might not be able to act at all is also nice. What makes this better than
say, mass daze is that it takes one saving throw and then they’re grappled for
the duration instead of letting them break free every round.

Seeming: Mass Disguise Self with a very usable duration, but still needs to be
supplemented with an points in the disguise skill because it only gives a +10
to the check.

Shadow Evocation: Or you can just, you know, cast an actual spell from
evocation 4th level or lower. If you have Evocation as one of your opposition
schools, I’d probably still memorize a 4th level or lower evocation spell with
two slots instead of this.

Symbol of Striking: (UC) Another befuddling trap spell in the Symbol Line.

Necromancy
Absorb Toxicity: (UC) In many cases where you’re able to use this, inflicting it
back on the target won’t be terribly effective. Stupidly circumstantial, and not
terribly useful.

Astral Projection: (UM) Campaign specific, and thus hard to rate. I’m not
sure how being on the Astral Plane is going to help you much though, unless
you really needed to see something the DM wants you to see for his story or
setting. In that case he’ll probably provide you with the spell.

Black Spot: (PoIS) Basically a level 5 Bestow Curse that slightly buffs your BSF
against the target. Not terribly good for the level, nor is its application very
easy.

Blight: You must really have a thing against plants if you’re spending a fifth
level slot on a blast spell that specifically targets plants.

Magic Jar: I’m going to get “Edumacated” by the forums about how stupid I
am, but what’s the big draw of this spell? First off, your body is completely
vulnerable, and I hate that. Second, you get to lock out a single target for
the duration of the spell targeting a will save? It’s nice that it’s not Mind-
Affecting like the million other options there are for this, but spells like
Dominate Person cause a similar duration. You can get a disposable body for
the duration, but you’re still going to be casting like a Wizard, so the only
benefit is extra disposable HP if it works. I dunno, I think it’s good, just not
blue good, and I don’t see how it’s so broken that you’re just a big cheaty
face power gamer for using it. If you could jump from one body to another
instead of having to go back to the jar every other round, I could kind of see
it being broken, but if you’re trying to clear a room of enemies you’re going to
be spending a lot of actions making that trip back to the Jar. And things are
going to resist your possession, making even more wasted turns. And I hope
your body is in a safe place, which will be tough considering the 10’ per level
range.

Plague Carrier: (UM) Unlike Contagion, this can be cast on anything with
natural attacks and spread the disease, meaning you can transmit it with a
summoned monster, or you can give your Ranger’s pet rabies. Like Contagion
the onset is too long to be of any use to you, so it’s only useful in the very
rare RP circumstance.
Possess Object: (UM) Has a few traits that make it better than its lower level
version. I certainly like the idea of this spell, but off the top of my head I can’t
see it being wildly useful, and it’s weak as a combat spell. You’re also one
level away from getting the much superior Magic Jar.

Suffocation: (APG) A nice save or die spell that lets them try to keep
themselves alive, but even one failed save reduces their odds to pretty
much nil. If they fail even one fortitude save in these three rounds they
are reduced to 0 HP and are unconscious, which is good enough, but this
spell likes to make sure it gets the job done. Even if they succeed they are
staggered for a round which makes this better than a lot of other save-or-die
options in general.

Summoner Conduit: (UC) I can see uses for this (Especially as a DM dealing
with summoners.) What’s interesting is that the close range of this spell
suggests it’s for targeting the Eidolon or Summoned Monster, so theoretically
if the Wizard is one of those “Drop the summons and teleport away” NPCs,
then you can use this spell and then find a save or die that also deals damage
to cast on the Summoned Monster (I can’t think of any off the top of my head
though.) The drawback of this spell is that it only links the effects of spells
that deal damage, making it hard to recommend on top of its circumstantial
nature. StreamOfTheSky was astute enough to point out that this doesn’t
specify HP damage, so something like Calcific Touch theoretically would
channel through the summon too. I just don’t see being able to use this often
enough to recommend it.

Symbol of Pain: You know, I wouldn’t even be upset about the cost of all these
symbol spells if they didn’t all provide a saving throw on top of it.

Waves of Fatigue: No saving throw goodness. Decent range. Not a huge effect
for a 5th level spell, but at least you don’t have to worry about failure (sans
spell resistance.)

Transmutation
Animal Growth: If you’re feeling particularly like you want to buff your
Summon, you can make your Huge animal- monsters into amazing
gargantuan monsters quite a bit earlier than when you get Summon Monster
VII. If you have a Druid or Ranger in your party, making their animal grow
saves them an action at least. This is an amazing buff by the way, +8
strength is incredible.

Baleful Polymorph: Basically save or die, this is kind of the opposite of the
previous level’s phantasmal killer. The best effect is the first effect, which
basically incapacitates the creature entirely. The second effect just seals the
deal. If you’re basing your build around save-or-die tactics, this isn’t a bad
choice for your preferred and perfected spell (Though I personally prefer flesh
to stone.)

Beast Shape III: With the magical beasts you’re finally not losing anything to
your transformations, but the bonuses are a little small for a fifth level spell
standard action (That and you can’t cast in this form.)

Echolocation: (UM) Probably too high level for the effect, especially since my
main thought for this is to detect invisibility. It does detect other things, but
in most cases a lower level spell is going to do the trick. It would let you
detect things in deeper darkness though.
Elemental Body II: A bit of a step up from last time. Decent if you can cast in
this form, and Earth Elemental is decent for your potentially flanking buddy
familiar.

Energy Siege Weapon: (UC) On a rare circumstance I could see changing the
full damage of a siege weapon to an energy type being good. Too rare for
recommendation though and the secondary effects are generally sub-par for
the level (though the duration is nice for them.)

Fabricate: A faster crafting spell, essentially, though it doesn’t make magical


items any faster. Your BSF might be happy if you found a chunk of
Adamantine and you used this to make him some armor real quick.

Fickle Winds: (UM) I consider this a fine upgrade to Wind Wall. It takes away a
lot of the drawbacks and makes versatile.

Half-Blood Extraction: (ARG: Half-Orc) Um... I’m not sure how often you’ll
want to do this. Neat? Not worth 3,000 gp? Target loses intelligence?

Monstrous Physique III: (UM) Finally offers enough in to make it worth


spending a standard action casting this. +4 total armor, all-around vision, fast
flight, plenty of sight modes to add, and some I’m probably not seeing. Now
the question is whether it’s worth a 5th level spell. Still, some good combined
buffs that’ll still let you continue casting.

Overland Flight: Basically fly at-will, or at least until someone has the audacity
of casting dispel magic on you. Saves you on magical items, which are
interestingly in short supply for providing a decent means of persistant
personal flight.

Passwall: If you have stoneshape from level 4, and the wall is stone, this is
redundant. If the wall is plaster or wood, then this could be worth something.
Most of the time though stoneshape is better for the level.

Planar Adaptation: (APG) A necessary precaution for your planar vacation.


Considering that Planshift is a 7th level spell though, and Planar Adaptation,
Mass is at that level, I’m thinking this is too early to get any use out of this.
Tonyz on the Paizo Forums points out that Clerics do get Planeshift at level 5,
so in that situation and maybe others you’ll get some mileage out of this.

Plant Shape: I’m not really seeing too many advantages here.

Polymorph: Finally get to use the polymorph spells on your friends. You should
ask your DM if you can use the Monstrous and Undead forms with this too.
Still, at this level, it’s probably not worth casting for the spells it duplicates for
your buddies (Though it’s better than casting them on yourself.)

Rapid Repair: (UM) Depending on the construct, you might just want to cast a
lightning bolt or similar “Heals the Construct” spell on it instead when it gets
low. Outside of combat though this is worth a maximized lightning bolt at
level 10, so if you’re into Constructs and it doesn’t already have fast healing,
might be worth picking up.

Telekinesis: The CMB on this is pretty low, like anything that targets CMD. The
average creature is resisting your maneuvers about 75% of the time at this
level. It appears that it is possible to increase this CMB through the respective
combat maneuver feats since nothing says it’s worth it, but even if you had
Improved and Greater Trip, that only makes it work about 40% of the time
(Though causing attacks of opportunity with greater trip would be awesome.)
Violent Thrust deals 15d6 to a single target if you can find a big and hard
enough object to throw, which isn’t terrible if you just need to do damage.
The utility of Sustained Force is probably the most reliable use of this spell,
and theoretically you could disarm creatures targeting their will save instead
of trying to do a combat maneuver (Though most DMs would probably
disapprove.) The utility is really what saves this spell. I want to really like this
spell just because I think Telekinesis is cool, but the odds are just stacked
against it in most of its aspects.

Transmute Mud to Rock: These really should have just been the same spell.
The problem with this spell isn’t that it’s necessarily bad, but that you don’t
run into mud half as often as you run into rock.

Transmute Rock to Mud: Has some good versatility compared to its


companion spell that makes it not horrible, but there are a lot of similar spells
too.

Treasure Stitching: (APG) Sort of a mass Shrink Item. This is a great way
to move loot that you otherwise couldn’t bring around, but this time it says
you can move anything in the 10’ square, which I think makes it more
powerful than the third level spell even for one object. Take the furniture
in the dungeon and put it in your handy haversack. Might want to cast ant
haul on your BSF to move things onto the cloth. 100gp is potentially a small
investment compared to the loot you could carry out with this.

Undead Anatomy II: (UM) The Damage Reduction is nice, but the undead
traits are a double-edged sword. Circumstantially good though, and you can
still cast.

Vermin Shape II: (UM) A bad deal for you, but maybe there’s something you
can turn your familiar into that I’m not thinking of.

Wind Blades: (ARG: Sylph) Not so sure about this being a 5th level slot, and
touch range makes drops it off of my want list. Interesting idea though, gives
the enemy a reason not to move. So does Web for that matter though.

Universal
Permanency: So you can permanently lose all these to Dispel Magic, but
anything that saves you some standard actions is worth checking out.
Enlarging your BSF is the first thing that comes to mind with this, and some
of those symbol spells might actually be worth something while permanent.
6th-Level Wizard Spells
Abjuration
Antimagic Field: Very potent, and a shame it affects you too. Definitely worth
considering if the occasion calls for it though.

Dispel Magic, Greater: A fantastic upgrade to an already fantastic spell.

Globe of Invulnerability: The effect isn’t exactly two levels higher, but as
mentioned before if metamagic is something your DM is using a lot, this is
worth something.

Guards and Wards: This is really cool, and you know where it says 30 minute
casting time? Well it actually means at least 30 minutes of real life game time
while you sit down and figure out exactly where you’re going to stick all the
goodies you get with this spell. Most campaigns you won’t get any chance to use
this, but it’d be fun to play with at least once.

Repulsion: The area of effect on this gets huge. This might be one you want to
use Selective Spell with, because a Will Save effect that restricts movement is a
good idea.

Undeath Ward: (DoG) This is actually pretty good. The fact that it completely
blocks with no saving throw anything that’s your level or lower makes it well
worth considering for an undead situation.

Symbol of Sealing: (UM) I liked the sound of this when I clicked the link for it,
thinking maybe this time there’s a Symbol spell I’d like, and then I saw the
material cost.

Conjuration
Acid Fog: The damage isn’t really great enough to justify the level increase
from Solid Fog, which was already overshadowed.

Conjure Black Pudding: (UM) Which if I recall is the chocolate flavored, and
fantastic for parties when you invite over your Ogre Mage friends. It’s a CR7
monster like many of the other monsters on Summon Monster VI, but that
spell is a lot more versatile. It’s nice that this Pudding is huge for Battlefield
control, and can split up when it gets hit by weapon attacks making more
potential buddies. The grapple CMB is pretty low compared to average CMDs.
Not a bad summon, but just plain worse than Summon Monster VI. Having no
control over the creature and that it costs you 10gp a casting makes it even
worse. If you want just a big lump of flesh for battlefield control, you can
summon a Celestial Elasmosaurus or a Triceratops.

Getaway: (APG) Unlimited range and swift action make this the ultimate “oh
crap lets get out of here” spell. The 30’ range for activation is sort of
restrictive, but doesn’t keep this from being awesome. The duration is the
only thing keeping it from being a perfect contingency. There’s nothing that
says you can’t cast it in one place and then teleport to where there might be
danger though.

Ice Crystal Teleport: (UM) Single target and will negates is crap, but the effect
is awesome. Mostly because you can teleport them miles away. Rated green
simply for the utility implications of that and not so much for the combat
usefulness of it. Would be blue, but you have to actually wait for it to teleport
the target.

Planar Binding: Some good tricks you can pull out with this one. Check out
the Glebrazu and his wish granting capabilities, as well as a longer duration
Succubus whose SLA DCs are pretty good for the level (Watch out for her
hard to beat Charisma though.)

Summon Monster VI: Summon Monster VI is the SM of the SLAs. Besides the
upgrade to the Earth Elemental’s Greater Bullrush and the Dire Tiger’s grapple
rakefest, there’s little in the way of Combat Maneuvers. In exchange we get
the Succubus and her ability to replace the need to memorize Enchantment
spells and the Lillend and her amazing ability to replace (somewhat) a party
Bard. Fantastic level for Summon Monster.

Wall of Iron: A stronger Wall of Stone but costs 50 gold a cast and isn’t quite
as versatile.

Divination
Analyze Dweomer: A good way to assess a situation for a Dispel Magic spell. I
do think the duration is a little bit short for this glorified identify spell.

Battlemind Link: (UM) This is a fantastic spell, but you only get to use one-
third of it. The initiative roll is the selling point if you are anticipating combat
however. If you really want to waste your actions, you can also spend them
attacking and give your BSF a better chance to hit (But since you don’t have
multiple attacks, that only helps one or two rolls instead of all of them.) If you
have another caster in the party, this is great for a save-or-die party.

Legend Lore: The “find quest” spell might just tell you where you can to find
the mythical Macguffin Muffin. Might get to cast this once or twice to move
the plot forward, or find treasure.

Named Bullet, Greater: (UC) Not really a huge improvement over the lesser
version. Two extra spell levels isn’t worth the +11 damage you’d get from this
when you could be casting a maximized fireball in this slot instead.

True Seeing: There may be times where you just need this. The 250 gold
casting cost is a tiny bit restrictive though.

Enchantment
Cloak of Dreams: (APG) I’d normally scoff at this, but sleep is powerful enough
an effect to consider casting this. It doesn’t prevent creatures from attacking
you on the turn they enter the area, but it’ll keep them from continuing
to attack you. You can also cast it on your familiar for some potentially
interesting antics. If you have a Widen Spell rod, then it’s worth putting on
this, but it’s not worth making it a level 9 spell.

Envious Urge: (UM) Another “multiple creatures lose their actions” spell for
enchantment and get a will save every round to remove it. I like this one
more than the other spells, but it makes them attack friend or ally. The fact
that you can choose between Grapple (Nice!), and the other effects makes it
better, especially if you didn’t manage to overwhelm the dangerous casters
that have higher will saves. RAW doesn’t tell you if you have to command all
the creatures to do the same thing, or if you can be picky. Overall, Confusion
2 levels lower is better because it doesn’t offer a will save every round, but
not a bad effect if it lands.
Geas: If you can hold someone down for 10 minutes, this is awesome.

Heroism, Greater: Substantially shorter duration than Heroism, and still single
target. The bonus is greater, but maybe not “have to cast in battle” greater.
(Wizards really would have liked Good Hope.)

Serenity: (UM) Multiple creatures don’t lose their actions here, but they get
punished if they try anything violent. It doesn’t offer multiple saves which is
nice, but this is the level slot you could be using for a Persistent Confusion
spell or a Dazing Fireball. There are better picks than this for combat, but it
could be good for RP/diplomatic purposes.

Suggestion, Mass: It’s like suggestion... but Mass.

Symbol of Persuasion: Yup. A quite expensive mass charm spell.

Utter Contempt: (UM) First, I’m not sure why you’d want to do this, and
second, aren’t there earlier spells that have similar effects? Does this really fit
as a level 6 spell?

Vengeful Outrage: (UM) The duration seems to defy the description. The
bonuses aren’t good enough to cast on allies, and Dominate Person is superior
in duration and effect and was last level.

Evocation
Chain Lightning: Remember what I said about Lightning Bolt being surgical?
Well, this is the surgical spell. Lots of damage, built in selective spell, and the
only downside is that a Dazing Chain Lightning is level 9 (But maybe worth it.
6 rounds of daze targeting reflex and 17d6 damage isn’t too shabby. Still, get
a Rod if you can.)

Chains of Fire: (ARG:Ifrit) A palette swapped chain lighting. Slightly worse


because of all the fire resistance out there.

Cold Ice Strike: (UM) A blue blast spell? Well, take a look at the casting time.
A quickened 3rd level spell is a level 7 spell. This is a level earlier and does
more damage. Circumvent the action economy and do three things in a turn
with this spell without the need for Metamagic.

Contagious Flame: (APG) Upgraded Scorching Ray with more rays and keeps
attacking for two rounds after. No saving throw, but you do have to roll
to-hit with all of them. At this level it’s probably not too hard to hit most
creature’s touch AC. Not too bad as far as damage spells go as this can deal
20d6 damage a round if you’re firing at multiple targets. Being that directing
the rays is a free action, between Cold Ice Strike, this, Ball Lightning, and
whatever standard action you like you’re now doing 4 offensive things a round
for two rounds after you cast this.

Contingency: Long duration means cast it ahead of time. Do things like Auto-
fly if you ever happen to be falling, Globe of Invulnerability if you’re targeted
by a metamagicked 3rd level or lower spell, or cast suffocation immediately
on anyone who touches your familiar.

Hellfire Ray: (BotD1) Single Target no save Ray Spell that deals damage. Kind
of underwhelming. It’s nice that they can’t save, but I think you have even
better damage spells by this level.
Forceful Hand: At level 11 your odds of pushing an average target back 5 feet
is 25%. Not really worth the spell level higher than interposing hand.

Freezing Sphere: A double sized fireball with a little extra utility. Now here’s a
question, since you can hold the charge “as a touch spell” can you have your
familiar hold it? In either case, with metamagic this is a huge area and might
be a consideration as a level 9 spell.

Leashed Shackles: (UM) This is a good idea, but it’s after you get Black
Tentacles and a plethora of spells that target reflex through metamagic.

Path of the Winds: (ARG: Sylph) A controllable windwall spell. Doesn’t


do too much more than the lower level spell, but you can shift it around.
Concentration isn’t terribly attractive.

Sirocco: (APG) This spell takes me back to my Hucksters guide for Deadlands
which had a spell with the same name... It was a mediocre spell in that game,
but it’s pretty good here. It knocks enemies prone targeting Fortitude, which
is generally bad for knocking down the targets you want to be prone, but you
can use it to take down fliers, which is good. The fliers have a good chance
of avoiding this though. It also fatigues creatures regardless of save, which
is very nice, and makes this a very worthy badzone. It’s made better that if
they stay in the badzone they become exhausted. The length of the spell and
damage makes this a very good pick.

Illusion
Mislead: An interesting lead-in to Greater Invisibility. Nice effect, still allows a
saving throw or your awesome wizardly getaway will be thwarted.

Permanent Image: Really cool and inviting for creative uses.

Programmed Image: Better than magic mouth for what it does, and a creative
person can come up with some great things just like with the previous spell,
but it does cost money (A small amount, but it’s there.)

Shadow Walk: An interesting travel spell that is one level too late since
now you can scry and teleport to places. Not to mention your stylish flying
phantom chariot.

Unwilling Shield: (APG) I think Unwilling Shield is good if used on a willing


target since you don’t have to worry about the Will Save. It’s a good way for
your meat shield to take damage for you when you have to take damage. If
you have a target that you know you can beat the will save, it’s obviously
better if you cast it on someone unwilling. At this level the duration is
probably fine but makes it contend a little more for your standard actions
since you probably won’t have time to cast it in advance and still get much
use out of it.

Veil: A step up from Seeming in that you can make them look like anything you
want instead of just the limitations of Disguise Self (like a group of civilized
oozes instead of humans for instance.)
Necromancy
Circle of Death: Mass save or die for weaklings you could probably just
kill with a damage spell at this point.
Contagion, Greater: (UM) A meaner version of Contagion, which is still too
slow to be of any use to you, unless you really like being evil to NPCs. You
anti-social jerk.

Create Undead: A better version of Animate Dead, giving you a step up on the
creature’s relevancy. Much weaker creatures than Summon Monster VI even,
but the duration is the selling point I guess. Also it doesn’t seem to adhere to
any HD limit.

Curse, Major: (UM) The benefit of this spell is not that it’s harder to remove,
but that it now has a close range rather than touch. Weak for the level still,
especially since you can accomplish the ranged thing as a 4th level spell with
Reach Spell. I’d like this more if it was also hard to resist.

Eyebite: Gives you something to do with your swift action for the duration,
which basically equates to a fortitude check against a target of your choice
to see if you can sicken them thanks to the HD limits. You may have better
things to do with your swift action starting this level (like Cold Ice Strike) but
it’s potentially better than doing nothing with your swift action (Though it
takes a standard action to cast the first time.)

Symbol of Fear: Another expensive trap, this time the effect being more in-
combat like and less trap-like even.

Undeath to Death: Like circle of death, except now you exclude a good portion
of the bestiary.

Transmutation
Age Resistance: (UM) On the off chance that you’re starting at level 11 in
the campaign you’re playing in, then start your Wizard as an old man and
get a +2 age bonus to intelligence and just cast this every day. The 24 hour
duration makes this perfect for exploiting that (if your DM will let you.)
Otherwise, ignore it.

Bear’s Endurance, Mass: When you have buffs like Haste that do things
that actually stack with your equipment, I can only recommend this line of
enhancement spells for buffing NPCs. Bear’s Endurance won’t stack with
Augment Summoning either.

Beast Shape IV: I’d recommend this for your familiar, except the elemental
shape spells are generally better. This can add things like Web and Poison
that can give your familiar something to do though.

Bull’s Strength, Mass: See Bear’s Endurance. Also won’t even stack with
Augment Summoning.

Cat’s Grace, Mass: Still might not be worth casting for your standard action
by this level, but some summons might benefit from this because they have
Weapon Finesse which does not get augmented by the feat, making it more
applicable than just situations where you’re commanding NPCs around.

Control Water: A weird utility spell that strikes me as a bit weak for 6th level,
and maybe even only useful in aquatic campaigns.

Disintegrate: A blast spell specifically made to be good at destroying objects as


well. Its dual nature is what makes it worth memorizing, because I’ll admit,
sometimes you just need to blast. Having that slot usable for making a hole
in the dungeon or countering a Force Wall makes it a little more versatile than
other blast spells without metamagic. While the damage sucks if they save,
this is incredible single target damage if they fail.

Eagle’s Splendor, Mass: Add +2 to hit on your superior summons that have
Celestial templates and a Charisma 10 or higher. Other than that, not terribly
useful.

Elemental Body: Orange for you if you can cast while in this form, orange
for your Familiar anyway. This is getting more and more worth the standard
action to cast. Thanks to the penalty to dexterity on the Earth Elemental, the
Air Elemental is suddenly the better pick this time around for your buddy.
Undead Anatomy kind of takes a little bit of this spell’s thunder since it offers
5/- damage reduction a level early from this spell line.

Enemy Hammer: (APG) Oh how I wanted this spell to not suck, but it does.
The last of the single target lock-out spells were 5th level, now you should be
affecting multiple targets. The effect is funny, but it takes a standard action
to use, and doesn’t deal that much damage. To top it off they get to save
every round. Why must you mock me with your awesome by making it not
awesome Paizo!?

Energy Siege Weapon: (UC) A level higher just to affect larger siege engines
with the exact same effect? No thanks.

Flesh to Stone: Only creatures made of flesh, but this is a true single save-or-
die spell without messing with Will saves to keep your memories or garbage
like that. Don’t bother if you’re not building yourself around this tactic.

Fluid Form: (APG) Slashing is a common weapon type, but a lot of monsters
use slam attacks (I think Bite is Piercing and Bludgeoning too) so the DR
is decent circumstantially in combat. The 10’ reach and utility makes this a
decent spell.

Form of the Dragon I: Overshadowed by Undead Anatomy now thanks to


the option for damage reduction while still retaining energy resistance and a
few other options. Still not bad. You may need to argue with your DM about
technicalities concerning material components on this one too.

Fox’s Cunning, Mass: Despite what you keep telling people, you are one of
the few exception classes that absolutely needs intelligence. But, if your party
isn’t grabbing INT enhancement items for skill slots, this can temporarily grant
them ranks in skills which potentially makes this more powerful than Inspire
Competence if you ever need it.

Hardening: (CS) Permanent duration. Nice. Pop that on your permanent


duration Stone Wall or Rampart, the latter which does not come with its
own hardness. It also doesn’t say anything about stacking either, so cast it
multiple times and your wall is now diamonds.

Mage’s Lubrication: Wait, trade a 6th level slot for a lower level slot? You sir,
have just memorized “Bad Deal”.

Monstrous Physique IV: (UM) The last of the Monstrous Physique line that
gives some minor upgrades to the previous level’s benefits. If you can get a
good combination of them, this is the better cast.
Move Earth: The spell description describes this spell’s primary use quite well.
The area of effect is nice and so is the permanency. A decent utility for if it
ever comes up.

Owl’s Wisdom, Mass: In case you’re facing something that you need a higher
will save for and no one is wearing wisdom headbands (Which is actually not
an unlikely scenario.)

Plant Shape II: Still not seeing any major benefits especially when compared
to other polymorph spells.

Stone to Flesh: You may find yourself needing this at some point. If nothing
else you can make some pretty disgusting fleshy sections of your nemesis’
castle with this.

Tar Pool: (UC) This strikes me as really out of place at level 6, but the effect
radius is large and it makes a good place to drop a Sirocco.

Transformation: Even if it was remotely a good idea to give up your


spellcasting to become a BSF, you should have dumped your strengh and a
+4 isn’t going to make you into a very good fighter anyway. To make matters
worse, this has a material component cost of a bull’s strength potion.

Undead Anatomy III: (UM) Straight up damage reduction this time is better
than last level, and you can easily find a good combination of abilities to
make this worth casting. I will point out that the +8 untyped bonus to mind-
affecting spells is better than the 8th level mind-blank spell, so keep that in
mind (Though obviously it lacks the duration.)
7th-Level Wizard Spells
Abjuration
Banishment: Dismissal, but multi-targeting. The 2 HD a level is better than it
sounds if you’re using it against summoned monsters. Will negation makes
this save or lose against BBEGs you might use this against, but I like how
you can add bonuses to your spell penetration and DCs as part of your
preparation.

Circle of Clarity: (UM) Anti-illusion spell that has a relatively weak effect for
the level, but circumstantially useful.

Expend: (APG) A great idea, but a lot of what you want to use it on will have a
high Will save.

Sequester: For when you want to take a vacation from all this Macguffin Muffin
nonsense. It is cast and forget, making it a little better than other options.

Spell Turning: Good duration, but not many spell levels, and 100gp per cast.
Good for when you need it.

Teleport Trap: (ISWG) Even though this has a component cost, it covers a
pretty big area for the price. Not a memorize every day spell, but a great way
to set up your stronghold or prepare for a battle if you know it’s coming and
you have 10 minutes (11 if you have fast study because you’re probably not
going to have this memorized.)

Conjuration
Caustic Eruption: (UM) Raw blast, but the built in lingering effect is nice, and
the area is larger than most other blast spells. Note that this blast ignores SR,
which is pretty major.

Create Demiplane, Lesser: (UM) This is the first of a line of spells that make
the idea of “God Wizard” have a little extra meaning. At this level it seems
to be a great refuge spell. A lot of forum threads recommend plane shifting
creatures onto this. This isn’t a bad idea for singling out the Big Scary Monster
from his minions, but you have to beat his Will Save. The biggest reason for
having this spell, I think, is to get started on your Extraplanar home a couple
of levels early before you start getting the toys later on.

Hostile Juxtaposition, greater: (UC) Same as the first in usefulness, though


nice that you can do larger creatures now.

Instant Summons: If you have some great item sequestered, like maybe even
a spare spellbook, this is another method of having a spare item to call back
like the secret chest spell. The advantage of this compared to secret chest is
that you don’t have to carry around the miniature to get the item you want
back, so if you’re stripped down naked for any reason you can call it from
anywhere. 1,000gp a cast, but it could be worth the investment.

Joyful Rapture: (UM) Interesting that a Wizard would get a sort of lesser
restoration for mental stats. I don’t see being able to use this often, but it’s
unique, which makes it circumstantially useful.
Mage’s Magnificent Mansion: A true nighttime safety spell, the door
becoming invisible and the rest not on your plane gives reasonable security
against wandering monsters.

Phase Door: With Passwall and Stone Shape, this is a little redundant,
especially for the level. This isn’t a permanent doorway though, and it
disallows creatures from entering it without your permission, so there may be
a time when it’s the better choice.

Plane Shift: Start your interplanar travel with this spell you get four levels after
your divine companions. There may be a lot of reasons you need to use this
besides campaign specific ones.

Rampart: (APG) Compare this to Wall of Stone which is two levels earlier.
Rampart doesn’t have to have an adjoining rock surface, and it covers a wider
area. Wall of Stone explicitly says it can be shaped and has a hardness of 8,
though Rampart makes up for this with raw HP. There are a lot of similarities
here that make it difficult to recommend at this level in comparison, but
Rampart is still a good spell that’s usable in more places than WoS.

Summon Monster VII: Summon Monster VII’s biggest problem is that its best
options are Gargantuan, which in many cases that’s wonderful, but in some
cases you’re just not going to have room to summon them. But if you have
the room the monsters here are wildly powerful.

Teleport, Greater: Put away that crystal ball and go where you please.

Teleport Object: Better than Shrink Item for getting the loot you really want
out of a location, and one step toward you becoming the master thief.

Walk through Space: (UC) Teleport 30’ as a move action. If you’re a conjurer
you’re probably moving 35’ as a swift action by now. Even still, you can act
after you move with this, and it’s still solid for anyone who isn’t a conjurer.

Divination
Arcane Sight, Greater: Arcane sight without fumbling with the dice to figure
things out about the auras you see. Not really worth two more levels,
especially if you’ve made regular arcane sight permanent, but your DM may
make you use this to identify artifacts.

Scrying, Greater: Adds a lot of detection spells for you to scrying, which is
useful, but perhaps more importantly it increases the duration.

Vision: Fatigued doesn’t hurt you too bad, and this is a lot better than Legend
Lore for getting that answer you need right now.

Enchantment
Hold Person, Mass: Making this mass makes it more usable if you’re facing
groups of humanoids at this level, which is a big if.

Insanity: The best part about Confusion was its multi-target nature. Take it
away, and you’ve got another boring enchantment spell with all the same
problems. The duration is great, and there may come a time where that is
useful, but in general skip this; it’s just another save or lose.

Power Word Blind: The average HP when you first get this is 173, jumping
above 200 at level 15. So right out of the box it’s pretty effective, though the
duration is short, and it still has to go through spell resistance. Not as good
once it’s not an insta-blind at the start of combat.

Symbol of Stunning: I’m getting really tired of these. 5,000 gp for something
your dazing fireball does (basically) more effectively.

Waves of Esctasy: (UM) I really like how this does something if they succeed
their saving throw, but I’d venture to say I’d rather cast Slow or a metamagic
spell (Or a metamagic Slow spell.) Stun is a little more powerful than daze,
but not powerful enough I think. To top it off, it’s still mind affecting like so
many other enchantment spells.

Evocation
Ki Shout: (UM) Really? This is Level 7? *Facepalm*

Delayed Blast Fireball: A fireball grenade that you can choose to go off after
a set amount of time. I honestly can’t think of too many occasions when it
would be better to wait for the fireball to go off, except maybe if you were
setting up some during a timestop spell. The damage is decent, but there are
better spells for pure damage, and this is beyond being useful for metamagic.

Forcecage: A potent aoe lockdown that would be good if it weren’t for the
500gp per cast limiting it dramatically. But, once you get timestop this is one
method for holding your enemies still for whatever effects you stack down on
them.

Grasping Hand: mmk, so when you get this the CMB for the grapple is 24.
That’s about a 40% average chance of success on a grapple or bullrush. If
you summon a Tyrannosaurus with Augment Summoning, his grapple CMB
is 32, which is an 80% chance of success. The T-Rex is gargantuan, sure,
but even with that in mind 40% isn’t very good odds. (Incidentally, Black
Tentacles at this level has a 5% average chance of success.) It does provide
you cover with what it tries to do though, and it can attempt to lock out
enemy casters with a decent chance of success (Of course the T-Rex could
swallow that caster whole.)

Mage’s Sword: Actually fairly substantial cast and forget damage with little
risk. Not as good as summoning, but without disintegrate or similar option,
there’s not much the target can do to stop the sword. A great harrassment
tool.

Prismatic Spray: This has about a 37% chance of doing boring damage, but
it’s a large AOE so if there are a lot of monsters, this is a nice chaotic spell to
hopefully mess a good number of them up. Not really as good if your DM makes
you roll once for all the creatures in the area to save time.

Scouring Winds: (UM) It’s nice that you can move this around. It’s not nice
that it’s a pretty small area compared to what your other wind spells should
be enjoying right now.

Vortex: (APG) A great DM spell for aquatic campaigns if your players are
piloting the ship because I doubt they’re going to have many ranks
in “Profession: Sailor”. DC 25 is high for most NPCs though, so if you’re into
sinking ships, this is the spell you should be using. Used for campaign specific
circumstances.

Illusion
Invisibility, Mass: Great utility with numerous uses.

Lunar Veil: (UM) For making things dark, Deeper Darkness is better and a 3rd
level spell (Though not on your spell list.) For reverting Lycanthropes, True
Form is a 4th level spell. I guess 3+4 is 7, but I’m still not convinced the
effects add up to a 7th level spell, especially such a circumstantial one.

Phantasmal Revenge: (APG) It’s phantasmal killer, except you can use
it as a murder detection spell. If it fails the creature you cast it on was
not murdered. If it succeeds, well, I wonder if you can track the ghost
somehow. Either way, I think it’s a little better than phantasmal killer because
of its relatively unique use. Might be worth keeping around for the rare
circumstance you have to become a detective. Or you could have your Cleric
cast Speak with Dead.

Project Image: A good way to cast from safety.

Shadow Conjuration, Greater: Same problems as the previous “shadow”


spells.

Simulacrum: While expensive, you can create anything you want with half the
power of the creature you want. At level 13, the first thing that comes to mind is
a Jabberwock. Even with half power, something like that would be an incredible
companion. The description says nothing about needing to have actually seen
a creature, or have anything from the creature, so all you’d really need is the
appropriate knowledge check. It seems to me like you could just make up a
level 20 character and then use half the level as well, getting you a level 10
companion, which is still amazing for the level. There are a lot of possibilities
here, many of them pretty cheesy and probably will be stopped by any sane DM.

Necromancy
Control Undead: A better version of Dominate Person for undead, and
controls multiple undead including intelligent ones. Best if used in a
situation where the multiple targets have a good chance of getting you
a thrall or two.

Epidemic: (UM) Like Contagion, this isn’t necessarily going to be good for
you, but if you’re charged with a genocidal quest like “Clear out the Ogres”
this could possibly be a way to setup your invasion. (Ogres at this level are
probably a bad example though.)

Finger of Death: I definitely like disintegrate for damage more since it has a
little utility and it’s a level earlier. As far as fortitude save or lose spells go,
suffocate is generally better.

Plague Storm: (UM) Doesn’t have the passive advantage of Epidemic, and has
the drawbacks of Contagion still.

Symbol of Weakness: A decent amount of strength damage, but for the gold
cost, you could be casting 20 force cages.

Temporary Resurrection: (UM) If you’re unfortunate enough to not have


anyone who can do a real resurrection, it’s interesting that you’re able to do
this, and it’d be helpful then. The 500 gold cost is a bit much for a temporary
solution, but if you’re close to finishing a dungeon or something it might be
worth it just to finish up and then find a Cleric somewhere.
Waves of Exhaustion: A super nice upgrade from the previous spell. -6 to
strength and dexterity is a pretty good debuff too.

Transmutation
Age Resistance, Greater: (UM) +3 to your mental stats is going to give you
the same bonus as a +2 a lot of times, but it could save you on your point
buy if you happen to be starting at level 13 and want to exploit the thing I
mentioned with the earlier version of this spell.

Arcane Cannon: (UC) Summon a cannon that you can fire with a move
action, but it can only fire every other round because it has to load between
rounds. It does weapon damage making it situational, but the focus is super
expensive and I don’t really think it’s worth it.

Control Construct: (UM) A great idea ruined by concentration duration.

Control Weather: Obviously not really a combat spell, but great for setting up
a situation in your favor. (High winds can subvert fliers, tornados can clear
out land, etc.)

Elemental Body IV: Some upgrades from the previous level and straight up
damage reduction this time. There are some things that make this worth
considering over Undead Anatomy III (if you can cast in this form), like how
the Flight is a lot faster for the Air Elemental than anything else you can cast
so far, and the AC boosts are just better in general. Fire Elemental is probably
the best personal form for you.

Ethereal Jaunt: On a personal level, this does all the things that Passwall
and Phase Door does and more. Also makes a pretty good defensive spell in
case the enemy is pretty good at seeing invisibility as well. It’s too bad the
duration is so short, meaning you’ll likely have to use another slot so you
can cast it again and get out of where you’re at (Whether that slot is another
Jaunt spell or if it’s a Teleport.)

Firebrand: (APG) At level 13 you can put this on 3 creatures, so your whole
party besides yourself if you have a typical 4 man party. +1d6 is extremely
poor at level 7, not to mention fire resistance is becoming more and more
common. The laser effect is cool, but it ends the spell after they use it.

Fly, Mass: (APG) Saves you a lot of third level spells and standard actions
to cast this. Also has ten times the duration. It’s two levels after you get
overland flight though, which has 60 times the duration of the original fly
spell. If you’re going to be casting fly spells at this level, I’d almost say cast
and forget is a better way to go (But you should really start looking into
magic items for your grounded buddies.) This is faster than overland flight
however and has its uses.

Form of the Dragon II: Still overshadowed by the previous level’s undead
anatomy I think, though some of the weaknesses of undead anatomy might
turn you to this spell (if you must spend the standard action buffing up.) Also,
I think that the various elemental forms are generally better than this if you
can cast while an Elemental.

Giant Form I: Not a bad form for your Familiar to take on, but the elemental
forms are better. Regeneration could save your familiar’s life though. Could
also use this to have your familiar throw rocks.
Ice Body: (UM) Gives you a very nice set of immunities and damage reduction.
Think about this for any situation it might be useful.

Planar Adaptation, Mass: (APG) Magical sunscreen for when you want to bring
your friends along with you on your planar vacation.

Plant Shape III: A combination of damage reduction and regeneration might


make this decent to cast on your familiar, particularly if you’re using him to
deliver touch attacks.

Polymorph, Greater: Ask your DM if you can do monstrous physique and


undead anatomy with this, and then you’re set for giving your BSF great
things like Pounce and strength bonuses. Even without those two options
some of the elemental forms are good buffs to your party tank.

Resonating Word: (UM) Meh. Could be good against a caster with low
fortitude, but you have better single target lock-out spells than this by now.

Reverse Gravity: If the creatures you are against can’t fly, this is incredible. If
nothing else it divides out the creatures that can’t fly nicely. Just make sure
that your people can fly before you cast this, or try Selective Spell. Especially
note the lack of spell resistance.

Statue: Being a free action, every other round you can spend the time between
your rounds as a statue, effectively getting 8 damage reduction. Not a bad
idea, but there is some risk if the enemy is especially good at sundering
things. I especially like the duration. Note that you can cast this on your
friends too.

Universal
Limited Wish: For 1,500 gold you can cause a no-save -7 penalty on an
enemy’s saving throw. Depending on the BBEG that might be worth it to
be able to pull of your save or die. Except you may want to bring some
Dweomer’s Essence too to make sure you also beat their spell resistance
when casting this. Besides that, duplicating lower level spells for 1,500 gold
has some versatility, but it’s really expensive. Not bad to have around as a
contingency for a bad situation.
8th-Level Wizard Spells
Abjuration
Dimensional Lock: AOE Dimensional Anchor with an incredible duration. Very
potent for what it does, though I am a bit confused about how the Spell
Resistance thing works, the wording does sound like it doesn’t matter once the
lock is in place, but maybe when the lock is first put into place?

Mind Blank: By this level this equates to +3 to your resistance against mind-
affecting spells because you’re already going to have a resistance bonus to
your saves. Undead Anatomy III is a better “Mind Blank”, except that it’s
only personal range. If you are being hunted for any reason, or if you really
need that extra +3, this may be worth casting though the 8th level slot is an
expensive slot for such a preparation.

Prismatic Wall: This is pretty cool, and very hard to take down. It’s not
particularly big compared to other wall spells you have, but it’s extremely
potent and deadly.

Protection from Spells: For 500 gold a cast you can get a +3 to your
resistances to spells. I don’t think this is worth it. You can cast this on your
whole party at once though, if you all have the expensive focus as well.

Conjuration
Call Construct: (UM) A fairly expensive transportation for your construct. Might
want to just take him with you somehow and save on airfare.

Create Demiplane: (UM) I get the feeling I could make an entire guide about
this spell alone. At first glance it doesn’t seem very useful except as a very
customizable escape place. If there was a super reliable way of transporting
baddies to this location I could easily see it as a custom battlefield. As it is the
spell is really cool, but as I’m sure world creation is beyond the scope of what
I’d want to work on at this very moment, I’m just going to color this green
and say check it out.

Incendiary Cloud: It’s like Cloudkill dealing HP fire damage instead of CON
damage. There are other damaging badzone spells that aren’t using an 8th
level slot and do more damage (though not necessarily providing a fog cloud
cover like this one does.)

Maze: No-save, NOT mind-affecting, single target lockout spell. Whoa, it’s like
enchantment, but not sucky. Potentially this can lock them out for 10 minutes,
but the average creature at this level (CR15) will have a 25% chance of escape
each round, and at best they’ll have a 50% chance of escape. That’s pretty
potent. Those odds are actually better as you level up all the way up until
CR25 thanks to the fact that Intelligence isn’t a particularly high stat in the
beastiary.

Planar Binding, Greater: The planetar is pretty good if you have no qualms
of sealing up an Angel in your service, and you can get some early access to
Summon Monster IX creatures. Marilith and the Horned devil are also pretty
good choices. Most of those creatures are will lose relevance in a couple of
levels. It’s pretty good when you first get it though, so use it while you can.
Seamantle: (APG) If you’re going to the fire plane, this is a great way to mess
the place up. You may want to consider this if you’re fighting Red Dragons
too. The armor bonus is also potent and since it’s cover, I doubt you’ll have
anything that stacks with it (besides taking cover of course.)

Summon Monster VIII: Summon Monster VIII’s main purpose seems to


be summoning multiple monsters from a previous list. Besides a couple of
elementals, nothing here really does anything better than what’s been done in
a previous level, and that’s saying a lot.

Rift of Ruin: (BotD2) Sort of a super level 8 create pit spell, except you can
cover a super area with it. Also lets you perform a summon monster spell
at the end. The last time we saw a pit spell was Hungry Pit, and this spell
only does 2d6 more damage than that spell. However, this one does do
random damage, so if you can catch something in this it’ll probably hurt. The
additional chomp down part for double damage is also kind of nice. Ultimately
I think this spell tries to do too much, but it does a lot so I do recommend it if
your bread is buttered on the evil side.

Trap the Soul: Simply circumstantial. In the proper campaign and


circumstance, the no save version of this is good and would be a great way to
end a story arc.

Wall of Lava: (APG) Wall of Stone has a higher hardness and more versatility.
The advantage of this wall though is that it can repair itself, which Wall of
Stone can’t do. I don’t think it’s enough to justify 3 levels higher though.

Divination
Discern Location: Finally a spell shows you exactly where you need to go with
little recourse. That said, remember that enemies can also use this against
you if they are looking for you.

Moment of Prescience: Long duration contingency spell or even a preparation


spell for succeeding in things like Charisma checks. Level 8 is a good level for
Diviners.

Prying Eyes, Greater: Well this is nice. True seeing without the component
cost. Granted these guys aren’t your eyes, but the duration is nice, and
you can just bring them along with you and they can give you warnings as
necessary.

Prediction of Failure: (UM) This spell is full of win. It automatically makes


them both shaken and sickened for at least 15 rounds. If they fail their save
it just makes it permanent. Those two conditions combined stacks on a -4 to
their future saving throws. The only drawback is that this is a mind-affecting
spell. The random spellblight is just icing on the cake.

Enchantment
Antipathy: “Off” spray for your party paladin, or something more useful than
that if you want. I do like how it has some effect if the creature makes their
saving throw stays in the area you ward off, though -4 to dex isn’t that great.
Hour casting time is restrictive, but this makes a decent preparation spell.

Binding: For this to really work well you have to get the whole party on it, but it
is a cool way to bind up a creature you just can’t defeat yet. Still an expensive
means of creating a temporary solution to a problem, but it may be the only
means you have.
Charm Monster, Mass: Still need a high charisma for this to really work
beyond locking enemies down, but now you have Moment of Prescience if
you really need to get them to do something specific. The mass effect of this
lockout spell is pretty nice, but I think the lower level confusion is better for
the level for the short term if you’re just trying to disable them for a battle.

Demand: Basically a long ranged suggestion spell, which could be good.

Euphoric Tranquility: (APG) Melee touch range, but no saving throw, so they
aren’t going to retaliate after you cast this. With this you’ve become the
ultimate diplomatic catalyst in any social situation for a minute or two. Did
you know that many Demons are not immune to mind-affecting spells?

Irresistible Dance: Maze is more effective as a lockout, I think, but this lets
your allies reign in some havoc even if it’s only for one round thanks to the
debuff this includes. Plus you can cast this and then a Dazing Cold Ice Strike
for a highly likely to succeed 6 round daze effect.

Power Word Stun: At this level you’re going to have to do some damage before
this works, and with no-save lockout spells available this level, I’m not sure it’s
worth waiting a few rounds so that you can pull this off.

Symbol of Insanity: No more symbol spells, please.

Sympathy: Attract a creature into your trap. This could be worth the 1,500 gold
with the right setup, and it’s even recommended to use this with the Binding
spell.
Evocation
Clenched Fist: I like how this has a stun chance with each effect equal to YOUR
DC, and that makes the attack form of this worth it. CMB-wise it’s not any
better from previous levels. A potentially potent cast and forget harassment
spell.

Polar Ray: Too bad split ray is no longer a metamagic, because this isn’t
too shabby. Basically no-save single target blast with minor dex damage.
Probably a little weak for the level, but not awful.

Shout, Greater: A decent AOE stun overshadowed by Stormbolts and Waves of


Ecstacy. The AOE is large enough to consider in groups of enemies, and you’ll
at least deal damage and have some stun effect, but overall not as great as
more specialized spells.

Stormbolts: (APG) Reminiscent of Horrid Wilting for blast damage. This does
more damage and has a chance of stunning, and has built in Selective Spell.
The only drawback is that it’s electric damage. The only thing that makes it
less than blue is that you can have metamagic effects that lock enemies out
for longer.

Sunburst: Huge area of effect and permanent blindness make this worth
considering. Not really worth it for the damage unless you’ve run across
Raccoon City or something.

Telekinetic Sphere: Capture creatures and then move them into a different
trap. Could capture a couple of creatures with this, and it’s difficult to get
out. The movement aspect isn’t necessarily worth the 4 level increase on this
though. Has some utility use.

Illusion
Scintillating Pattern: No-save confusion while disabling the lower level
minions isn’t too shabby.

Screen: I can’t see this being useful being so high level, especially since this is
the level that if the enemy was really looking for something, Discern location
is going to find it and this spell doesn’t help against that. May be useful in a
blue moon still though.

Shadow Evocation, Greater: Not worth an 8th level slot to cast 7th level or
lower Wizard Spells.

Necromancy
Clone: This is a little ambiguous on whether you can preempt a death by
creating a clone, but I think you should be able to and this spell is rated
with that in mind. Basically, you can make clones of your entire party and
keep them in your Demiplane for safe-keeping. If your party wipes, you’ll
have saved them from death.

Create Greater Undead: Some more really low level creatures you can make
permanent minions out of.

Horrid Wilting: The only advantage this has over Stormbolts now is that its
damage is just plain vanilla as long as the creatures are living.

Orb of the Void: (UM) Sounds cool, but the fortitude save every time it moves
into the square kind of kills it in comparison to enervation. The turn after
turn effect might make it worth the level 8 slot, but you also might just be
wasting your move action with this guy. If it did more than one negative level
in damage, it’d be more worth considering (I’d take 1d4.)

Symbol of Death: And this is the spell I should direct all my hatred towards for
spawning the numerous expensively bad deals it has.

Transmutation
Form of the Dragon III: More HP and Armor than Frightful Aspect,
as well as immunity to a particular energy. Doesn’t include the spell
resistance, and more importantly, the auto-shaken effect though. Still
a good solid buff though.

Frightful Aspect: (UC) This a very nice buff defensively. The Shaken aspect of
this also has no saving throw which is awesome, and it excludes your friends.

Giant Form II: The other polymorph spells this level are really just better for
you or your Familiar.

Iron Body: Would have been good if not for the Arcane Spell failure chance, but
that doesn’t preclude you from throwing it up on your Familiar.

Polymorph Any Object: Use this to gradually give your fighter friends
permanent better forms, or come up with all kinds of creative uses for using it
on objects.
Temporal Stasis: The Somac spell (+1 if you get the reference. ) And
extending your longevity is the only thing I can think of using it for.

Undead Anatomy IV: (UC) After just looking at Frightful Aspect, this seems
underwhelming. This also offers a few things Frightful aspect does not, like
a fast fly speed, energy resistance, and the aforementioned +8 against mind
affecting spells and other great saving throws.
9th-Level Wizard Spells
Abjuration
Echean’s Excellent Enclosure: (RG) Seems to be pretty much the ultimate
lock out spell. No save, and very little will get through that 40 hardness. Keep
your familiar next to your BSF and then have your familiar touch your BSF
with this spell once he’s next to something that he’ll annihilate when they
can’t cast spells. That touch range is can also broken since it can be extended
with a Reach Spell rod.

Freedom: A very specific counterspell that targets only one creature. Keep it in
your spellbook in case you ever need it, but probably too specific to ever cast
it. You should have a Freedom of Movement ring by now.

Imprisonment: This is like the single target will-save-or-die spell to end


all such spells. It does have one advantage though, that wonderful -4 to the
enemy’s saving throws built in if you know something about them. This could
also save some money on casting temporal stasis on a buddy who wants to see
the future, if you’re ever thinking about doing that.

Mage’s Disjunction: The ultimate in dispel magic, removes anything


positive that the enemy has cast on themselves or even equipped with
little repercussion.

Mind Blank, Communal: (UC) If you’re being chased this could be worth
casting, and there could be the rare occasion when you really need that +3
to your Mind-Affecting Resistance. In such a case, this saves you a lot of 8th
level slots.

Prismatic Sphere: If you just want to sit safe like a pansy, this is a good spell.
Otherwise Prismatic Wall is more useful.

Symbol of Vulnerability: (UM) If I were going to spend 15,000gp on a spell,


it’d be on Gate (and I would keep the change.)

Wall of Suppression: (APG) Sounds like it could be good, but the 1,000 gold
cost makes it hard to recommend for daily casting (Though that should be a
drop in the hat at this level.)

Conjuration
Clashing Rocks: (APG) I read this as “Knock target creature prone and deal
some damage too.” You have little chances of not knocking the target prone
with this spell, and there doesn’t seem to be any size limitation either, so it
might be worth a cast. If they fail their save, they’re buried, if they succeed,
they’re probably prone. Overall a pretty good deal.

Create Demiplane, Greater: (UM) There are so many things you can do with
this. The 24 hour duration per level makes this being a level 9 slot completely
irrelevant. For one, you can make it a timeless area where you can prepare a
limitless supply of magic items and enhance your magic to make it even more
potent for this. That seems to be just the tip of the iceburg. As I mentioned,
there could be a separate guide for this spell alone.
Gate: I like to think of this as a precision planar travel first, and then as a
potentially potent summon spell. This is particularly good as a two way
door to your Demiplane. The cost of the potent summon is too expensive
to consider under most circumstances, but then this is endgame territory
anyway, nothing wrong with being a little spendthrifty if you’re going to stop
playing soon.

Interplanetary Teleport: (UM) If you ever have occasion to use this, you’ll
need this spell. Infinite range lets you teleport to the other side of the planet,
which is probably something you’ll use more often. Otherwise just keep it in
your spellbook until the aliens come to get their pyramids, then you can chase
them and get them back.

Refuge: This is a fine contingency, but with the 6th level getaway spell, it’s a
little redundant if you’re anywhere nearby. You might not be nearby though,
and this can be good for complex plans.

Summon Monster IX: I’m sadly underwhelmed. I came in here expecting to


be excited because of all the hype Treantmonk gave it, only to find a bunch
of irrelevant options with barely enough to-hit to harm anything. These guys
are barely relevant at level 17, and at level 20 I’ll be reaching for a different
spell to cast for sure. They still provide the warm bodies that Summoning can
provide, but I recommend looking at lower lists to try and get multiple warm
bodies if you can fit them. To put things into perspective, the Tyrannosaurus
of SMVII has the same to-hit as the Glabrezu and does more than double
the damage on each hit. He doesn’t have multiple attacks, but multiple
Tyrannosaurus’ not only give each other flanking bonuses, but even two could
outdamage the SMIX demon.

Teleportation Circle: A fantastic way of teleporting an army to a specific


location, or as a permanent solution to kingdom trade issues (For a small fee
of course.)

Tsunami: (APG) Take out a City if you so choose. Might be good to keep in your
spellbook for the rare occasion you might want to do that, or if you end up
facing an army (Which you might at this level.)

Wooden Phalanx: (UM) This summons a good number of them, but they’re still
CR7 monsters. Summon Monster IX can summon almost the same number of
CR9 monsters. 1 hour per level is nice, but I’d rather they were permanent.
(Boy am I spoiled :P)

Divination
Foresight: This spell makes the diviner a sad panda who will be grasping for
preferred spell to sacrifice their specialty slot for something else. Not that
this spell is bad, it’s just redundant with the Diviner’s passive. If you’re not a
diviner, it gives you a portion of the Diviner’s passive with some minor buffs.

Enchantment
Dominate Monster: It’s that whole “gets a new saving throw if it does
something against its nature” thing that worries me about this spell. At level
9, the woefully repetitive single target mind affecting will save or lose lockout
spell is really tired.

Heroic Invocation: (UC) Wha- Eh- De- Yeah, a morale buff that leaves the
party fatigued at the end. Granted combat is going to be way over by then,
but level 9?! I mean, it even has a 10 minute casting time!
Hold Monster: If you have a lot of creatures jammed in the same area, this
is potentially better than Overwhelming Presence. Otherwise just stick with
Overwhelming Presence for this kind of effect.

Overwhelming Presence: (UM) A level 9 save or lose spell. This is like mass
hold monster, but it does a little more than just hold them, making it pretty
much superior in every way. (Well except that Hold Monster can affect every
creature in a 30’ area, which cubed could mean up to 216 creatures if they
filled every possible 5’ cube in that area. This only affects one creature per
level.) Cool effect, but there are a lot of save or lose spells in previous levels
that even don’t offer a save every round to get free (Though the save here
still really messes them up.)

Symbol of Strife: (UM) Did we really need 2 symbol spells this level?

Power Word Kill: Or deal 100 damage to a creature that’s already had the snot
beaten out of them. Yeah, skip it.

Evocation
Crushing Hand: The final spell in the line of mostly underwhelming hand
spells. This one doesn’t stun, but instead deals lots of damage on a grapple.
At level 20 your CMB on this is going to be 32. A Summon Monster VII’s
tyrannosaurus’ grapple is also 32. I shouldn’t have to continue that thought,
go read the other hand spells and you’ll get the gist of my objection to this
spell.

Icy Prison, Mass: (UM) Making this mass is incredible. No save damage
each round which is higher than ever being at least 17, meaning that
anything caught in this is going to hurt if they’re not immune to Cold damage
regardless of their save. If they fail their save, they just die without cold
resistance. This is a far better option than Overwhelming Presence and is a
worthy level 9 spell.

Meteor Swarm: It’s just not a very good blast spell. If you have a greater
Dazing Spell Rod, it’s not terrible if you make the ranged touch attack against
the creature since that reduces the Reflex Save by -4, but that’s a big if.

Ride the Lightning: (UM) This is a swift action to cast movement spell that
lets you take a standard action each round to move 120’ and deal damage
on the way. If you really need to hop around the battlefield and want to save
on lower level spells, then this might be worth it, especially if you’re not a
Conjurer. I can’t help but feel like this could be a lot better for a 9th level
spell, a standard action alone is an expensive commodity at this point.

Winds of Vengeance: (APG) The ultimate wind shield spell that has too short
a duration for a level 9 spell slot. That said it blocks every ranged attack
including gigantic boulders. It’s potent, just expensive for the return. The
retaliation ability sucks because the creature has to hit you for you to use it,
and it blows your precious swift action.

Illusion
Shades: The Masterpiece of the Illusion School’s ability to duplicate lower level
spells with higher level slots.
Weird: With the several other save-or-die spells available, this one is possibly
the worst choice.

Necromancy
Astral Projection: This is a nice safe way to travel to other planes for whatever
business you need to attend to.

Canopic Conversion: (OLoP) This is a ton of work, and probably too much
work and risk for what you get.

Cursed Earth: (UM) This is a cool evil power thwarted by an expensive material
cost and that it only covers a mile-radius. Plus it’s the evil final chapter in
How to be a jerk to NPCs.

Energy Drain: This upgrade to Enervation has a few perks, but isn’t quite as
good as Enervation with a lot of metamagic through rods and spell perfection.

Soul Bind: A method of preventing resurrection, but you can kind of doing that
with the previous level’s Clone spell anyway. A need for this might come up
though, pretty campaign specific.

Suffocation, Mass: (APG) The new level 9 mass save or die spell since the nerf
to Wail of the Banshee. At the very least every creature targeted by this is
staggered for a round, but being mass, you’re going to get at least a couple of
creatures reduced to 0 HP with this spell.

Wail of the Banshee: Mass finger of death without the extra effect if they
saved. Not good at all.

Transmutation
Etherealness: Mass Ethereal Jaunt with the even better benefit of being ten
times the duration.

Fiery Body: (APG) Wait, why is this level 9 when Ice Body is level 7? The
number of immunities is still very nice, but being only a minute-per-
level... Well it still might be worth casting occasionally. There are some nice
immunities in there.

Transmute Blood to Acid: (UM) Heh, realistically this should be Save-or-


Die almost instantly, but as it is it’s just “Die”, eventually... You have to
concentrate the whole time and they die after they take damage. By itself
it sucks, but if you cast this on someone and then use your swift action to
activate your getaway spell which takes you to your portal where you can
safely escape to your demi-plane, the sucker you cast this on is as good as
dead. That is unless he has a high fortitude and a crap ton of hitpoints and
can get somewhere where someone can cast dispel magic on him before he
disintegrates.

Salvage: (PoIS) This is really cool, but will you ever use it? If you can answer
that question as “Yes” then it really doesn’t matter what I rate this spell.

Shapechange: I dunno, the benefits of the various forms aren’t really good
enough to consider switching between them except maybe to get a different
energy immunity through form of the Dragon. The real draw here is the
duration, and that’s better than casting extend spell on one of the lower level
polymorph spells. Also a fun thing to use on your Familiar.

Timestop: Gain 1d4+1 rounds to shape the battlefield exactly how you like it.
Especially potent if you’re winning initiative often.

World Wave: (APG) This spell is crazy, and definitely encompasses the
concept of “All powerful Wizard”. You bend the world to push you along
comfortably while you sleep. As far as usefulness goes, it can level cities from
its structures and has a lot of similarities to the Tsunami spell. The width of
the wave is assumingly 10’ wide, which makes it worse for leveling cities and
armies than Tsunami.

Universal
Wish: Expensive, but so versatile it’s impossible to not recommend. If nothing
else, this spell is a way to save 6,250 gold giving yourself a +5 inherent bonus to
your intelligence (12,500 if you don’t have craft wondrous item.)
Example Builds
There are thousands of ways to build yourself; don’t just accept these as cookie
cutter builds you should always take. I didn’t want to make a “builds” section
to avoid that kind of attitude. There are so many flavourful things available to
the Wizard that you should try things out, especially with all the new races and
possibilities available in the ARG. There are hundreds that I would like to try. That
said here are a few of my favorite builds.

Basic Human Conjurer


Good Early Game and Stays Strong until level 19

Abilities (20 point buy):


STR: 8
DEX: 12
CON: 14
INT: 20
WIS: 12
CHA: 7

Options:
Human Race
Conjuration (Teleportation) School
Familiar Arcane Bond: (Compsognathus or Greensting Scorpion)

Feats:
1. Spell Focus: Conjuration
1b. Augment Summoning
3. Superior Summons
5. Improved Initiative
5b. Craft Wondrous Item
7. Spell Specialization
9. Greater Spell Specialization: Summon Monster Spells (Starting with V)
17. Spell Perfection: Summon Monster IX

Favorite Spells:
Summon Monster Line

Explanation:
The purpose of this build is to get as much power through summoning monsters
as early as possible. This is best achieved by being Human. At level 3 you
can summon two to four eagles into combat with superior summons and you
will enjoy the superior summons feat as you level up. Spell Specialization and
Greater Spell Specialization let you keep the latest Summon Monster spell as
a spontaneous cast. Familiar is important with this build because you need
that initiative bonus early on until you can grab Improved Initiative.
This build has little need for Spell Penetration and Metamagic (besides the
obligatory Quicken Spell.) By focusing so heavily on summons you avoid
spell resistance and do not benefit as much from the likes of Dazing Spell or
Persistent Spell.
For the feats that I haven’t listed you can grab Craft Wand and Improved Familiar
if you want a Use Magic Device buddy, or you can grab Craft Rod for the
Metamagic and Opposition Research to get back one of your schools.
Elf “Universalist” Diviner
Good all-around build

Abilities (20 Point Buy):


STR: 8
DEX: 14
CON: 12
INT: 20
WIS: 12
CHA: 7

Options:
Elf Race
Fleet-Footed (+2 initiative)
Divination (Foresight) School
Your choice of Arcane Bond (I like familiar for the initiative bonus)

Feats:
1. Improved Initiative
3. Craft Wondrous Item
5b. Heighten Spell
5. Preferred Spell: Haste
7. Improved Familiar or Crafting Feat or Fast Study
9. Spell Penetration
10b. Opposition Research
11. Preferred Spell: Your Choice (I like Telekinetic Charge)
13. Preferred Spell: Your Choice (I like Cold Ice Strike) or Dazing Spell

Favorite Spells:
None

Explanation
The purpose of this build is to win Initiative, nothing more. At level 1 you will
have a +9 to your initiative (+13 with a familiar), letting you place whatever
you want on the battlefield before the enemy gets a chance. At level 10
your Initiative bonus will have increased to +13 (+17 if you kept your base
Familiar.) With traits this could obviously be even higher.
An Elf Foresight Divination specialist will also have an easy time breeching spell
resistance between the racial penetration bonus and the prerolls from the
Specialization School. This allows you to pick basically whatever you want to
cast.
This build has a lot of flexibility as well, as nothing is totally required. If you
don’t need to craft Wondrous Items you can grab Heighten spell at level 3
and use your fifth level bonus feat to get Fast Study. I definitely think you
should pick up at least one or two preferred spells as a divination specialist
though since you can “Sacrifice” your specialization slots for your preferred
spell. This basically makes your specialization slot just a bonus spell –
hence “Universalist” Diviner.

Dazing Elf Evoker


Does not truly shine until level 9

Abilities (20 point buy):


STR: 8
DEX: 14
CON: 12 (14)
INT: 20
WIS: 12 (8)
CHA: 7

Options:
Elf Race
Fleet-Footed
Evocation (Admixture) School
Familiar Arcane Bond
Take Elf Favored Class Bonus every level
Magical Lineage: Fireball Trait

Feats:
1. Improved Initiative
3. Craft Wondrous Item (Flexible)
5b. Heighten Spell
5. Preferred Spell: Fireball
7. Spell Penetration (Can also take Improved Familiar)
9. Dazing Spell
10b. Craft Rod
11. Spell Penetration or Greater Spell Penetration
15. Spell Perfection: Fireball

Favorite Spells:
Snapdragon Fireworks (Dazing)
Burning Gaze (Dazing)
Fireball (Dazing)
Pellet Blast (Dazing, for Constructs)

Explanation:
The build looks basically the same as the last Elf Build in the beginning except the
specialization school, except this time around Familiar is required. You don’t
necessarily need Improved Familiar, but you want the Familiar for Dazing
Burning Gaze and the +4 initiative is also beneficial throughout your entire
career. The most important thing you need to grab later on is both Spell
Penetration feats because all of your damage spells are going to be subject to
spell resistance. This is also the reason you are an Elf. You are also going to
want Rods for Selective Spell and other contingency metamagic, and crafting
them is a sure way to get them. With Admixture, few things will be able to
withstand your dazing spell assault.
Obviously this build works best if Traits are available to you so you can pick up
Magical Lineage for Fireball. Without that Trait, you’re not going to be seeing
your Dazing Fireball until level 11.

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