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  1. SHAMAN
  2. Level 1
  3. Armor of Faith
  4. - Scales decently. Ideally your shaman should never need it, but if you do, it's nice to have.
  5.  
  6. Bless
  7. - Not great, but it DOES affect the whole party, so that's nice for a level 1 spell.
  8.  
  9. Cure Light Wounds
  10. - Mandatory, really
  11.  
  12. Doom
  13. - Worse than Bless, since it allows a save, but it's still a level 1 AoE spell.
  14.  
  15. Entangle
  16. - Yet another "nothing else good in this level" spell. Okay if it works, but it really only matters against melee characters.
  17.  
  18. Spirit Ward*
  19. - Pretty much uselss, but you get it for free, so I guess you can't complain.
  20.  
  21. **************
  22. Level 2
  23. Barkskin
  24. - 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.
  25.  
  26. Charm Person/Mammal
  27. - Making an enemy into an ally can turn the tide of battle. Great when it connects.
  28.  
  29. Flame Blade
  30. - Good for finishing trolls, but that's about it. Another "nothing else better in this level" spell.
  31.  
  32. Resist Fire/Cold
  33. - Handy more often than you might think at first. Plus, 50% resistance to two elements for the cost of one spell is always good.
  34.  
  35. Slow Poison
  36. - Another gimme.
  37.  
  38. Writhing Fog*
  39. - 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.
  40.  
  41. **********************
  42. Level 3
  43. Cure Disease
  44. - Disease doesn't come up often, but it's a huge pain in the ass when it does, hence why I choose this.
  45.  
  46. Cure Medium Wounds
  47. - Again, mandatory.
  48.  
  49. Dispel Magic
  50. - See what I said about it above.
  51.  
  52. Protection From Fire
  53. - Cast this on one or two allies, then have them go ahead to tank, while your party stays back and lobe Fireballs.
  54.  
  55. Spiritual Clarity*
  56. - Like Cure Disease, not useful all the time, but really nice to have when it is.
  57.  
  58. Summon Insects
  59. - Beeeeeeeeees. Also totally ruins any enemy spellcaster's day.
  60.  
  61. *******************
  62. Level 4
  63. Call Woodland Beings
  64. - The nymph is a terrible fighter, but she does have some decent spells, including Mass Cure.
  65.  
  66. Cure Serious Wounds
  67. - Still mandatory.
  68.  
  69. Negative Plane Protection
  70. - 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.
  71.  
  72. Neutralize Poison
  73. - Better than Slow Poison, and by the time you can take this Slow Poison may be losing effectiveness. Also provides token healing.
  74.  
  75. Protetction from Lightning
  76. - Another 'not useful terribly often, but really nice to have when it is' spell. Watcher's Keep Level 2 comes to mind.
  77.  
  78. Spirit Fire*
  79. - 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.
  80.  
  81. ****************
  82. Level 5
  83. Chaotic Commands
  84. - 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.
  85.  
  86. Cure Critical Wounds
  87. - By now you should know what this is.
  88.  
  89. Insect Plague
  90. - Bees! Millions and millions of bees! Only lasts 6 rounds, but can ruin the day of any enemy group you lob it at.
  91.  
  92. Iron Skins
  93. - Divine Stoneskin. Not quite as good, but still good.
  94.  
  95. Mass Cure
  96. - This will eventually become more useful than Cure Critical Wounds, since it scales with level, and this also affects the entire party.
  97.  
  98. Recall Spirit*
  99. - Basically Raise Dead, and good for all the reasons Raise Dead is.
  100.  
  101. *****************
  102. Level 6
  103. Conjure Animals
  104. - Another "nothing else that good in this level" placeholder. Calling up bears to maul your enemies is fun, though.
  105.  
  106. Dolorous Decay
  107. - No-save slow for 2 rounds. Meh. Does a total of 50 damage if the target fails a save though. Another placeholder, pretty much.
  108.  
  109. Fire Seeds
  110. - Man, there's just almost nothing useful in level 6. This is like a really lame Fireball.
  111.  
  112. Heal
  113. - 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.
  114.  
  115. Spiritual Lock*
  116. - 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.
  117.  
  118. Wondrous Recall
  119. - 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.
  120.  
  121. ********************
  122. Level 7
  123. Creeping Doom
  124. - BEEEEES! That aside, it does okay damage, but there's probably something better you could be doing.
  125.  
  126. Ether Gate*
  127. - 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.
  128.  
  129. Regeneration
  130. - 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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