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Jun 23rd, 2018
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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.  
  20. **************
  21. Level 2
  22. Barkskin
  23.  
  24. Charm Person/Mammal
  25.  
  26. Flame Blade
  27.  
  28. Resist Fire/Cold
  29.  
  30. Slow Poison
  31.  
  32. Writhing Fog*
  33.  
  34. **********************
  35. Level 3
  36. Cure Disease
  37. - Disease doesn't come up often, but it's a huge pain in the ass when it does, hence why I choose this.
  38.  
  39. Cure Medium Wounds
  40. - Again, mandatory.
  41.  
  42. Dispel Magic
  43. - See what I said about it above.
  44.  
  45. Protection From Fire
  46. - Cast this on one or two allies, then have them go ahead to tank, while your party stays back and lobe Fireballs.
  47.  
  48. Spiritual Clarity*
  49.  
  50. Summon Insects
  51. - Beeeeeeeeees.
  52.  
  53. *******************
  54. Level 4
  55. Call Woodland Beings
  56. - The nymph is a terrible fighter, but she does have some decent spells, including Mass Cure.
  57.  
  58. Cure Serious Wounds
  59. - Still mandatory.
  60.  
  61. Negative Plane Protection
  62. - 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.
  63.  
  64. Neutralize Poison
  65. -
  66.  
  67. Protetction from Lightning
  68. - Another 'not useful terribly often, but really nice to have when it is' spell.
  69.  
  70. Spirit Fire*
  71. - 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.
  72.  
  73. ****************
  74. Level 5
  75. Chaotic Commands
  76.  
  77. Cure Critical Wounds
  78. - By now you should know what this is.
  79.  
  80. Insect Plague
  81.  
  82. Iron Skins
  83. - Divine Stoneskin. Not quite as good, but still good.
  84.  
  85. Mass Cure
  86. - This will eventually become more useful than Cure Critical Wounds, since it scales with level.
  87.  
  88. Recall Spirit*
  89.  
  90. *****************
  91. Level 6
  92. Conjure Animals
  93.  
  94. Dolorous Decay
  95.  
  96. Fire Seeds
  97.  
  98. Heal
  99. - 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.
  100.  
  101. Spiritual Lock*
  102. - 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.
  103.  
  104. Wondrous Recall
  105. - 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.
  106.  
  107. ********************
  108. Level 7
  109. Creeping Doom
  110.  
  111. Ether Gate*
  112.  
  113. Regeneration
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