Tag Archives: spellcaster

Tabletop RP: My Top 10 Spells (Part 2)

Last time, I talked about my favorite spells, specifically arcane, and promised to do my favorite divine spells later. Well, it’s later. (Finally, I know.) I occasionally play oracles, which isn’t quite the same thing as your normal cleric, so I definitely just wanted to focus on the spell list rather than on the other tricks of the cleric class since… I wouldn’t know what I was talking about.

(What can I say, I hate having ALL THE SPELLS KNOWN but like five slots.)

So same as last time, I’ll be listing my favorite spells, at least one for each level (sorta), and why I enjoy them so much, therefore why you might like them for your character. You’ll need to double check domains and such to see if they will work for you. Now, when I play an oracle, I am usually filling a specific role. Healer, yes, but also seeing what other stop gabs. Sometimes I’m an overly practical and uptight kitsune which gives me mending-type spells, sometimes I am blasting as much as I am healing since we need magical back-up. So keep in mind, your build may vary, especially depending on the deity involved. Also, no healing spells listed because you basically can cast them without taking up slots for spells known in most campaigns we’ve run.

Zero Level Spells/Cantrips
….No one likes these, why would I pick one here…? These are little spells that really, I pick based on the campaign.

1st Level Spells
There’s a plethora of useful spells in here that you need to really cater to your party needs and wants. But something I always take is Shield of Faith. Some oracles/clerics can’t wear armor and cast spells. Shield of Faith gets you around that, big time, and grows stronger as your character levels. While your fellows may not need the bolster from a mass spell, you definitely need the protection of the self-aimed.

2nd Level Spells
Much like with arcana spells, about the time you start getting second level spells, you are trying to cover your bases with your party, especially in terms of needing mass protection if you’ve made an enemy. That being said, I have a personal attachment to Enthrall. I have used it once to great success and screwed over my DM in an epic but hysterical thing, and I think once or twice else wise in a way that was maybe not quite as epic but also useful.
My second favorite spell is Make Whole. I had a DM throw out a bridge, and while the rest of my party was figuring out how to down a tree and pull it over in a make-shift bridge, possibly several trees because of my blind Oracle self… So-said blind kitsune oracle toddles over in her kimono and starts casting Make Whole spells to repair the bridge. It was brilliant.

3rd Level Spells
OMG, Daylight. Remove Curse is also good, but definitely add Daylight to your needed list because of various undead, it is the only way to defeat them, much like golems require sonic damage. One of my DMs is big on undead and another uses them when appropriate, and I like having the weapons the second I can get my hand on them when appropriate, or else I pay the tax later and have to roll up a new character.

4th Level Spells
This is where you really have to cater to your campaign and your character, and it’s harder for me to give a more general “best spell” of the level, because if you are dealing with a lot of undead, there’s spells specifically to help with that, or if you are dealing with other enemies, again, spells specific to that. But there are two good options for almost any campaign: Air Walk or Water Walking (Mass). Obviously if you are in the desert, the latter doesn’t help you much, but otherwise both can be used to benefits otherwise in almost any campaign or character. I like Air Walk more just because of it being more universal.

5th Level Spells
Finally, powerful spells that aren’t related to healing or undead as much, lol. Depending on character aesthetic, you can go different routes. Me being me, I am almost always going to go down the realm of ice, so that means I take Holy Ice, which as a bonus, does two different functions–either a wall or javelins, so it’s both defensive and offensive. If I’ve taken a Bless Water as a first level spell at some point, and I should have, it’s even almost a freebie spell.

6th Level Spells
I actually really like Word of Recall. If your party doesn’t have a fast means of transport yet, this is a great way to cut travel in half as you level. It also serves as a good way to avoid a complete TPK, which is always a threat since dice can mess up any plans.

7th Level Spells
Restoration Greater, omg. Like, it seems really obvious, but I know people who forget and then one of their party members gets permanent ability score damage and it’s screams around the table. You would be surprised how often it comes up, at least in the games that we’re in, where one of the Restorations is needed. I mean yes, resurrection spells can be useful, but being able to prevent someone from dying by restoring them first is better.

8th Level Spells
For 8th Level, your spell options really start to narrow down. But in turn, you get to start doing some really awesome stuff. I like Discern Location, just because it cuts out a lot of trucking all over the place to find an object, only to find out it moved like three months ago and our intell was out of date. Nope, now I get to double check the DM, lol.

9th Level Spells
Much like with arcane spells, I only got here once before with a gestalt arcane/divine castor pairing, so I’m not as all-knowing about what is the most helpful or useful. Usually, I go straight for Miracle since it’s kind of a great catch-all. Unless my deities are known asses. Then it’s just an invitation for trouble, and I’m better off getting something like Overwhelming Presence or True Restoration. Of course, if you are playing a supreme loaner, being able to carve out your own demiplane can’t be spat at.

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Tabletop RP: My Top 10 Spells

Everyone has favorite spells that they use, and thankfully most of them transition between editions without losing too much of the fun. Some spells are good for causing shenanigans, like Grease, others just do an insane level of damage that is always fun to inflict on enemies. I decided to list my favorite spells, at least one for each level (sorta), and why I enjoy them so much, therefore why you might like them for your character.

Please note that this list is for arcane casters only, such as wizards, sorcerers, warmages, etc. I’ll do another list of my favorite divine spells later, since I do enjoy playing oracles mixed in with my rogues and sorcerer types. I am also a bit of a blaster-type mage when I have magic (thus why I like warmages so much). My lists rarely have things that just entangle somebody or create alarms, and are more likely to cause maximum amount of damage that fits within the character’s particular theme (because sometimes, you gotta pick something besides fireball because it offends the ice mage).

Zero Level Spells/Cantrips
….No one likes these, why would I pick one here…? These are little spells that really, I pick based on the campaign.

1st Level Spells
Magic Missile is a must have. It’s a guaranteed hit whenever any enemy is annoying as hell, and you can shape them to reflect your character. I always approve of customization options.
Snowball is a Pathfinder spell of this level that has been a go-to for one of my characters too, it does some decent damage and has additional affects that can go in hand. Perfect for the ice mage, lol.

2nd Level Spells
In your early levels, you are working to maximize your spell selection so not only are you strong in your specialty, but you aren’t completely screwed if your DM throws something your way. Now, Jadzia didn’t bother learning Shatter because one of my party members already had it, but as Psyche, it was one of the first things I picked because if we met a golem, I wanted to be able to fight it. So definitely my first pick for 2nd Level.

3rd Level Spells
…Sadly, my favorite spell is a homebrew creation because I am playing an ice specialist and the DM thought it hysterical to create “Iceball” which functions exactly like Fireball, just with ice. That being said, Fireball is also a great spell, so if your DM won’t go for the giant snow/ice ball of doom, it is your first chance to really start slinging damage around.

4th Level Spells
There’s a series of spells that I used with Psyche that were by far my favorite spells. Different spells, there was one for each element, including Force and Sound, and they had additional affects depending on the element. I loved those damn things, plus I always knew how much damage I was dealing, I just had to look up the effect, and I could cater it to sensitives if the enemy had any.

5th Level Spells
Oddly enough, my favorite 5th level spell is defensive. At this point, I usually have a solid base of offensive spells, and I’m ready for something that not only defends my squish mage butt, but will also help my fellow players. Fire Shield, Mass, gives the entire party a line of defense, as well as attacking enemies.

6th Level Spells
Dude, Chain Lightning all the way. It does lots of damage, it continues to do more damage as you level, and can attack more targets or the same target multiple times. And if you are facing foes in metal armor, it does even more damage. I love it.

7th Level Spells
Here is where it really starts to depend on what problems my mage has run into when fighting. Do we keep getting hoards that attack us and we are way out numbered? Or is it something really big that we have to hammer through? Usually, this is why I take a mass-area spell, because I have enough one-on-one spells and could use a wide-coverage. So go with Fire Storm or something similar.

8th Level Spells
For 8th Level, your spell options really start to narrow down. You don’t learn as many of them, and you don’t get to cast as many times per day for spontaneous casters. For my favorite, gotta go with the multi-tasker and use Great Shout. It’ll damage golems, traps, and other objects, as well as doing a good chunk of damage to enemies even before you apply meta-magic to it.

9th Level Spells
Really, I have only gotten here once before, so it’s harder for me to pick a favorite or one that I am most likely to use. (Jadzia may yet get there and I’ll change my mind, but eh, we’ll see.) Considering the celestial theme that Psyche had going on… Gotta go with Meteor Swarm as my go-to final spell for this list.


Tabletop RP: Warmages can be fun too!

I swear, I’ll have a review next week. The first random book from Ginny’s box turned out to need a movie first to understand it (I’m not thrilled about this stupidity of the writer), so instead, here, have some DnD rambles. This one is going to be pretty technical, but hopefully I’ll be able to explain it all.

The current (or one of the current) campaigns I’m in, I’m playing a gestalt (meaning two classes at the same time with no penalties) warmage/favored soul. The character is actually a reboot of a straight warmage I was playing. We managed to get her really good armor early on in the campaign, and I decided to drop the mounted aspect to her when the story went a different direction than last time, so I got on the Internet to see some options for better equipment for warmages.

Only to discover that most people don’t play straight warmages. Everyone will dabble in them to get their mages the ability to wear armor, but otherwise, everyone seems to pass them off as a useless class, or at least not one of the better ones.

Now that just ain’t fair.

Maybe I don’t play the game right, but I like my characters to not have some gaping hole in their abilities/skill set. Now some things, like stealthy things and swimming and climbing, yes, armor is going to get in the way of that, so if I can keep that a solid +0 with characters in heavier armor, I’m happy. But I don’t want to be constantly missing Spot and Listen checks if they have fairly easy checks to meet. I hate having a poor save that is easily manipulated by the DM. (Will, why is it always WILL?) So those people who min-max, who are capable of great, amazing things but are worse than useless for anything else…confuse the dickens out of me.

Now, I understand at least a little where they are coming from. Warmages don’t have much in the way of skills, they don’t have very many skill points per level, and their spell list is very concentrated. They get some things each level that make their spells more damaging, but overall, at least on the surface, there just isn’t much special about them.

LIES, I say, LIES. (In the most joking tone imaginable.)

You are looking at a specialized tool with a warmage. It is meant to be magical artillery. In my case, I was going to be mounted magical artillery with a warhorse who was effectively a health battery to take some of the damage and protect my hit points. But even without that extra health defense, I have not really had issues on that front (unless I’ve been completely screwed, Confusion is an AWFUL spell, I swear, and I was against an enemy above my paygrade ALONE). The warmage is meant to stay just out of reach of the enemy except from other spells and just bring down hellfire like rain. Trust me, I have been doing this. It has been amazing and painful to watch all at the same time. The class gives you a little wiggle room, letting you add new spells to the set list to help round the mage out of if they are the only spellcaster the party has and there is a specific spell you keep needing, but really, depending on party build, you can just add more variety to your spells. When it comes to taking a hit, they are fairly squishy because all spellcasters kinda are, but the addition of armor up to medium type really helps.

So why do I think my character has been doing well despite being this much-looked-down-upon class? Well, she’s decently balanced. As long as I don’t completely bungle a roll, she could survive on her own (and had to do so, at one point). Her spells vary enough that she can take on multiple attackers at the same time, as she has had to do before, and usually wipes out the idiots that walk straight into swords and lets her help out her allies or pick off others at a distance. I’ve got most of her scores reasonably around 15, give or take a couple points, except her Charisma score (her force of personality) which is at 18, good since it is the main source of her magic power. Her armor score is decent, and now I’m at the point where I can add miss chances for hitting her and such rather than bolstering her armor score.

Now that I’ve defended warmage as a straight class, what are some recs I can make? Well, my armor has Greater Healing properties, which I would definitely recommend. It’s also mithral banded mail, giving me nice bonuses while not making me take a feat for heavier armor. I’ve also got a lesser Iron Ward Diamond, which absorbs some of the damage of each hit. You could splurge and get the more expensive, I just took what I had the money for. A Healing Belt would be a quicker fix until you get your hands on the better armor, though, and a light shield can still be used even if you are casting spells (you just can’t have a weapon in hand too). Eventually, I want to get a shield with +3 Fortification, meaning there will be a 75% chance of critical hits and sneak attacks failing, so I’d only take normal damage from the hit.

I also suggest getting your dexterity as high as you can, fitting to wherever the armor you are planning on getting limits your bonus. For this, I actually bought Gloves of Dexterity, which gave me the extra points without making me waste the bonuses I get every four levels. Don’t worry about wisdom too much, the class actually helps you out with Will saves and you don’t need it for what the class is meant for. But Constitution will be your third big focus on top of Dexterity and Charisma. When it comes to Intelligence, well, the higher it is, the more extra damage your class features give you, but you could just take the feat Extra Edge, which will do about the same level of good if not more so in my opinion. Do any of my readers have any recs for making a warmage better? Or do you have a class that is often looked down on that you think is awesome? Feel free to share in the comments!