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- SHAMAN
- Level 1
- Armor of Faith
- - Scales decently. Ideally your shaman should never need it, but if you do, it's nice to have.
- Bless
- - Not great, but it DOES affect the whole party, so that's nice for a level 1 spell.
- Cure Light Wounds
- - Mandatory, really
- Doom
- - Worse than Bless, since it allows a save, but it's still a level 1 AoE spell.
- Entangle
- - Yet another "nothing else good in this level" spell. Okay if it works, but it really only matters against melee characters.
- Spirit Ward*
- - Pretty much uselss, but you get it for free, so I guess you can't complain.
- **************
- Level 2
- Barkskin
- - Better AC is always nice. Doesn't stay terribly useful forever, but it's good while it does. Even better, you can cast this on any ally.
- Charm Person/Mammal
- - Making an enemy into an ally can turn the tide of battle. Great when it connects.
- Flame Blade
- - Good for finishing trolls, but that's about it. Another "nothing else better in this level" spell.
- Resist Fire/Cold
- - Handy more often than you might think at first. Plus, 50% resistance to two elements for the cost of one spell is always good.
- Slow Poison
- - Another gimme.
- Writhing Fog*
- - Might hit one or two enemies when you cast it on a group. Lob this and pluck away with ranged weapons. Also does token damage. Pretty meh, but again, it's free.
- **********************
- Level 3
- Cure Disease
- - Disease doesn't come up often, but it's a huge pain in the ass when it does, hence why I choose this.
- Cure Medium Wounds
- - Again, mandatory.
- Dispel Magic
- - See what I said about it above.
- Protection From Fire
- - Cast this on one or two allies, then have them go ahead to tank, while your party stays back and lobe Fireballs.
- Spiritual Clarity*
- - Like Cure Disease, not useful all the time, but really nice to have when it is.
- Summon Insects
- - Beeeeeeeeees. Also totally ruins any enemy spellcaster's day.
- *******************
- Level 4
- Call Woodland Beings
- - The nymph is a terrible fighter, but she does have some decent spells, including Mass Cure.
- Cure Serious Wounds
- - Still mandatory.
- Negative Plane Protection
- - This makes vampires cry, even if it doesn't last very long. Cast it on a frontliner while everyone else bombards the vamp from range.
- Neutralize Poison
- - Better than Slow Poison, and by the time you can take this Slow Poison may be losing effectiveness. Also provides token healing.
- Protetction from Lightning
- - Another 'not useful terribly often, but really nice to have when it is' spell. Watcher's Keep Level 2 comes to mind.
- Spirit Fire*
- - Basically not!Fireball. You get it for free, even if it's a level higher than the arcane version. Nice to have, but not stellar.
- ****************
- Level 5
- Chaotic Commands
- - Lasts a good long time, and protects against some of the nastiest status effects in the game, including Psionic Blast. Can make difficult fights into a cakewalk.
- Cure Critical Wounds
- - By now you should know what this is.
- Insect Plague
- - Bees! Millions and millions of bees! Only lasts 6 rounds, but can ruin the day of any enemy group you lob it at.
- Iron Skins
- - Divine Stoneskin. Not quite as good, but still good.
- Mass Cure
- - This will eventually become more useful than Cure Critical Wounds, since it scales with level, and this also affects the entire party.
- Recall Spirit*
- - Basically Raise Dead, and good for all the reasons Raise Dead is.
- *****************
- Level 6
- Conjure Animals
- - Another "nothing else that good in this level" placeholder. Calling up bears to maul your enemies is fun, though.
- Dolorous Decay
- - No-save slow for 2 rounds. Meh. Does a total of 50 damage if the target fails a save though. Another placeholder, pretty much.
- Fire Seeds
- - Man, there's just almost nothing useful in level 6. This is like a really lame Fireball.
- Heal
- - Slow casting time, but aside from restoring all the target's HP, it also removes almost all negative statuses, barring only a couple like level drain.
- Spiritual Lock*
- - I once cast this on Firkraag just because I had nothing else to cast and was getting my ass kicked and figured I might as well try it before reloading. I got it to connect, and trundled off to Spellhold with Keldorn wielding Carsomyr as a result. ANYWAY, like most instant save-or-die/save-or-suck spells, this rarely works on anything you'd want to cast it on unless you drop a couple Greater Malisons first.
- Wondrous Recall
- - Fantastic spell. I mostly use it to get back two castings of Mass Cure, which means an additional 40+ HP restored for everybody in the party.
- ********************
- Level 7
- Creeping Doom
- - BEEEEES! That aside, it does okay damage, but there's probably something better you could be doing.
- Ether Gate*
- - This would be okay if not for the Range: Touch limitation. As it is, you'll probably never use it. At least it has a fast cast time and doesn't allow a saving through.
- Regeneration
- - Pop this on a couple frontliners before sending them into the fray, and this will help mitigate a good bit of the damage they suffer. Otherwise it's not all that useful.
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