How do I make Words of Power.... Powerful?


Advice


I've still never built a character using the Words of Power system, and I am trying to figure out a good way of doing it...
But when I look at I can't seem to find any inspiration...

Anyone have any ideas of what would be fun and/or powerful?
Anything really silly/broken that can be done?
Any ideas for build: feats/words/ etc?

I am planning on it being either an Oracle or a Sorcerer.

Thanks :)


Nothing?


Interzone wrote:

I've still never built a character using the Words of Power system, and I am trying to figure out a good way of doing it...

But when I look at I can't seem to find any inspiration...

Anyone have any ideas of what would be fun and/or powerful?
Anything really silly/broken that can be done?
Any ideas for build: feats/words/ etc?

I am planning on it being either an Oracle or a Sorcerer.

Thanks :)

Issue is Words of Power have none (power that is). They are weaker than standard and have few unique properties magic can't do.


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Learn the words of power, slay dragon and absorb soul, then shout to destroy enemies!


I probably wouldn't play it in a group where you're going to be relied on very much. I think the system is awesome, and I would totally play a wordcaster if given the chance, but it is weaker. If you're going for power, regular spell casting wins in that race.


Oh I am all too aware that they are less powerful than normal spells, I am just trying to find out what is the most powerful and/or interesting way to use them.
Maybe interesting combinations of words?


If you're looking for interesting combinations, you can try here (although there aren't that many suggestions, really):

Words of Power combination archive

The good news is that you could probably make a perfectly good sorcerer (summoner or blaster) or oracle using Words of Power.

The bad news is that (a) the same type of character would probably be just as good (or better) without Words of Power, and (b) certain types of character just aren't possible using Words of Power.


Anything with less than your full 0-9 level spell progression really gets shot in the foot hard when it comes to words of power. This is due to the fact to optimize yourself you often need to make words that are of higher spell levels. The same concept as with any metamagic. I love them they are amusing and not bad though the others above are right. Your base spells will be stronger though the thing about words of power is that your utility spells are better then what you will find in regular spells.

In the campaign I am running I have a Word Sorcerer in the party and his damage is decent though where he excels is the ability to on the fly make very unique utility spells.

Hands down it is very cool and fun though damage out put is going to be low. Though to this same thing you can make a lot of different spells that have no save to them.


It's not a more powerful option. It's a more versatile option.

There is a certain amount of power that can be squeezed out of versatility, but you have to know precisely what you are doing, and constantly adjust to your current situation.


One thing I've just been looking at doing is building a Spellslinger who uses Words of Power. You get a much larger selection of spells to cast through the gun. Since they're generally weaker though, I'm having to do a lot of optimization, but I'm liking what I see so far.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

The adjustment I made which works for my table is there is only 1 word per element. So there is 1 word for Fire, 1 for Cold, 1 for Electricity, and so on for the elements. It rips the versatility door open as they only have to take the word once and then just use the appropriate spell level to dictate the damage done in dice. Like I said it works for my table because we disagreed with there being close to 7 words for Fire all for different damage instead of just the one word for Fire and then modifying it based on the other words chosen.


Don't forget the last elemental word is different than just changing damage.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I'm not sure I follow. I just looked back and I know for Fire it's just a higher damage cap. Now some of the others have a little extra kick on them like deafened for sonic, but they're mostly minor.


Going from the second to last, to the last word of power.

Inferno
Saving throw reflex half, spell resist yes. 1d8/caster level, max 20d8.

True Fire
saving throw none, spell resist no. Target restrictions selected. 1d6/caster level, max 20d6.

More than just changing the damage, this means that you can hit characters with Improved Evasion and characters/creatures with a high spell resist.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

As I said works for my table, we hoped Words of Power would fit a "truespeech" type theme. So we just streamlined the elemental words as those 2 listed are 8th level and 9th level respectively our adjustment didn't really change anything, as you know the word for Fire and as you use differing spell levels you get the differing effects. More versatility more power as you essentially don't burn 7 words on 1 element.


Words of power is great for summoning and minionmancy.


Words of Power have a few great tricks that other spellcasters have a tough time mimicking.

But they are limited too.

Go human sorcerer depending on how your DM rules how the human fav class option works you will either learn essentially all of the Words or Power OR get 29 spells to cover any gaps you may have (9 from bloodline).

Grand Lodge

One, if you are going to do words of power.. Use a spontaneous caster. I cannot stress this enough.

That would allow you, on the fly, to come up with a word combo best suited for the situation. Not to mention, bonus spells are given to you from the normal spell groups as well!

Prepared casters thrive from the amount of options they have. Spont from the number of spell levels they have.

Human gives you a large number of spells known, and there are rings to increase your spells known too.

Focus on Conj.

here is a guide


I wholeheartedly agree, and that guide is amazing.


I Hate Nickelback wrote:
I wholeheartedly agree, and that guide is amazing.

I concur. Author needs to process that out to 9th lvl words thought.


Yeah, that WOULD help.

You seem like a knowledgeable individual, would you care to proceed my thread "fighter, minionmancer, blaster, summoner graveknight. In that order?"


A spontaneous caster can make Words absolutely sing. Read that guide that's linked above and really dig into it. You can make an extremely effective blaster, enchanter or summoning sorcerer with words - have your spell focus and elemental focus feats apply to the majority of your wordspells, while selecting which saving throw you want to target. Give the targets of your compulsions buffs to help them fight their allies for you with a single spell. Standard action summons with a better-than-haste effect already active on them. The individual words are (mostly) weaker than the equivalent spells, but the advantages of combining multiple words into single action wordspells are worth the extra pain at low levels.


hogarth wrote:

If you're looking for interesting combinations, you can try here (although there aren't that many suggestions, really):

Words of Power combination archive

The good news is that you could probably make a perfectly good sorcerer (summoner or blaster) or oracle using Words of Power.

The bad news is that (a) the same type of character would probably be just as good (or better) without Words of Power, and (b) certain types of character just aren't possible using Words of Power.

fixed broken link...

Dark Archive

Dot


Thanael wrote:
fixed broken link...

Not sure what happened there, thanks.

I Hate Nickelback wrote:
I wholeheartedly agree, and that guide is amazing.

The list of which spells are useful is quite handy. For example, I didn't realise that Unfetter was a targeted spell, not an area spell.

I'm skeptical about statements like "That would allow you, on the fly, to come up with a word combo best suited for the situation", though. The number of useful combinations is so small that you're unlikely to "come up" with anything "on the fly" outside of very generic stuff like "two minor buffs" or "two minor debuffs". At least, that's my experience playing a Words of Power oracle so far.


Pathfinder Rulebook Subscriber

I feel like the Cleric/Oracle word list is far,far inferior too the wizard/sorcerer list for this system. There are way too few compatible combinations for a lot of words. For instance, I can't find anything particularly good to go with Wrack or Discordant Note, mostly due to incompatible durations.

If anyone has any good Oracle insights sharing them would be much appreciated, as most of the best examples elsewhere on the boards are for arcane Wordcasters...

As an aside I almost think experimental spellcaster as a feat is a better route to wordcasting than being a strait up word caster...

Grand Lodge

KrispyXIV wrote:

I feel like the Cleric/Oracle word list is far,far inferior too the wizard/sorcerer list for this system. There are way too few compatible combinations for a lot of words. For instance, I can't find anything particularly good to go with Wrack or Discordant Note, mostly due to incompatible durations.

If anyone has any good Oracle insights sharing them would be much appreciated, as most of the best examples elsewhere on the boards are for arcane Wordcasters...

As an aside I almost think experimental spellcaster as a feat is a better route to wordcasting than being a strait up word caster...

Also Oracle/Cleric get like 5 cantrip spells, while Wiz/Sorc get like 11


Espy Kismet wrote:
KrispyXIV wrote:
I feel like the Cleric/Oracle word list is far,far inferior too the wizard/sorcerer list for this system. There are way too few compatible combinations for a lot of words.
Also Oracle/Cleric get like 5 cantrip spells, while Wiz/Sorc get like 11

Not to mention only two level 7 effect words.

But at least words of power oracles are still better off than the poor alchemist, who has a whopping one 6th level word (not to mention two 5th level words). Don't like Energy Immunity? Tough bananas, kid. :-)


Yeah, it's like they forgot about some classes. Though I somewhat disagree about the oracle/cleric list. Animate dead with no material component as a 2nd level word? Yes please!


Less useful for a non-evil character though.

This is the problem with an optional system - it won't receive any product support, so while it can be used for a decent sorcerer, there's just not enough content for other classes.


For what it's worth, I have a list of the cleric/oracle effect words I think are worth getting for my good-aligned oracle PC (they're marked with an asterisk below).

Cleric/oracle effect words:
0-Level Cleric/Oracle Words

Bleeding Wounds (Wounding)
Cramp (Pain) *
Decipher (Language) *
Force Block (Armor)
Sense Magic (Detection) *
Soothing Touch (Healing) *

1st-Level Cleric/Oracle Words

Alignment Shield (Alignment) *
Fog Bank (Weather) *
Fortify (Body)
Lesser Cure (Healing) *
Lesser Wound (Wounding)
Radiance (Illumination)
Sense Alignment (Detection)
Servitor I (Summoning) *
Simple Order (Command) *
Spook (Fear)
Wrack (Pain) *

2nd-Level Cleric/Oracle Words

Discordant Note (Sonic) *
Energy Resistance (Body) *
Enhance Form (Body) *
Gloom (Illumination)
Moderate Cure (Healing) *
Moderate Wound (Wounding)
Paralyze Humanoid (Binding) *
Predict (Time)
Sense Hidden (Detection) <-- boosted 6th level version is okay
Servitor II (Summoning) *
Suppress (Dispelling) *
Undeath (Death)

3rd-Level Cleric/Oracle Words

Damage (Destruction)
Far Sight (Divination) *
Force Armor (Armor) *
Greater Cure (Healing) *
Greater Wound (Wounding)
Servitor III (Summoning) *
Sunshine (Illumination)
Wind Wall (Wall)

4th-Level Cleric/Oracle Words

Elder Cure (Healing) *
Elder Wound (Wounding)
Grave Bane (Death) *
Perfect Form (Body)
Purify (Life) *
Servitor IV (Summoning) *
Soar (Flight) *
Translate (Language)

5th-Level Cleric/Oracle Words

Alignment Assault (Alignment) *
Cinder Storm (Fire) *
Dimensional Shift (Teleportation)
Far Casting (Language) *
Resist Arcana (Dispelling)
Revive (Life) *
Servitor V (Summoning) *
Stone Wall (Wall)
Unmake (Dispelling) *

6th-Level Cleric/Oracle Words

Blade Wall (Wall) *
Energy Immunity (Body) *
Locate (Divination) *
Servitor VI (Summoning) *
Slay (Death)

7th-Level Cleric/Oracle Words

Servitor VII (Summoning) *
Storm Master (Weather)

8th-Level Cleric/Oracle Words

Alignment Aura (Alignment)
Dimensional Gate (Teleportation)
Life Touch (Life) *
Negation (Dispelling) *
Rumble (Destruction) *
Servitor VIII (Summoning) *

9th-Level Cleric/Oracle Words

Catastrophe (Destruction) *
Repulse (Gravity)
Servitor IX (Summoning) *


I think the druid class actually has some interesting words that are at least different from the non-WoP druid list.


I disagree about cramp. Nobody who isn't very desperate for something to do would cast cramp.

I agree that it's less useful for good characters. I would love to see more words of power in a later book.


I actually quite like Cramp. Cutting an enemy's speed in half - even for just one round - can be quite helpful tactically. And like all the low level words, it's still useful as a free heighten effect and can make your Spell Focus (Necromancy) apply to a wordspell that it otherwise wouldn't.


I Hate Nickelback wrote:
I disagree about cramp. Nobody who isn't very desperate for something to do would cast cramp.

I'll blame that either on a typo or the fact that beggars can't be choosers. :-) And it's still better than Force Block, which is just bafflingly useless.

(My oracle took Cramp because he ran out of other level 0 words to take.)


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I Hate Nickelback wrote:
Though I somewhat disagree about the oracle/cleric list. Animate dead with no material component as a 2nd level word? Yes please!

The superstar spell that I like is Alignment Shield. Rerolling saves against any kind of "spell or effect" as long as it's not from a neutral creature? That's comparable to an improved version of Break Enchantment, but it's a first level spell!


I never thought about cramp that way, and considering that my current character has spell focus: necro, I know what my next cant rip will be.


Pathfinder Rulebook Subscriber
hogarth wrote:
I Hate Nickelback wrote:
Though I somewhat disagree about the oracle/cleric list. Animate dead with no material component as a 2nd level word? Yes please!
The superstar spell that I like is Alignment Shield. Rerolling saves against any kind of "spell or effect" as long as it's not from a neutral creature? That's comparable to an improved version of Break Enchantment, but it's a first level spell!

...huh. They certainly did forget the typical "...has just made..." stipulation on that reroll didn't they. I don't think my DM would let that fly though: imagine the insanity. "On second thought, i think I'll go for half damage on that fireball after all."

Madness.

I guess my real issue with the cleric list isnt that its totally awful because there are some ok choices: unlike the arcane lists, there's just not much that combines interestingly beyond some buffs. Most spells also are target restricted, further strangling the creative possibilities from the list.

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