| Taason the Black |
Just some ideas to be thrown out to those that have far more experience than I. I realize that the spell list changes as one progresses but let us imagine the caster has access to lv 6 spells and therefore Harm/Heal. Let us consider 4 party members, all evil.
Evil cleric of Asmodeus. Everyone in the group has access to clw and infernal healing wands. Cleric is not melee oriented.
Lv 1 - Avoiding CLW..use for utility? Burning disarm, Murderous command, Shield of Faith..
Lv 2 - Hold Person, undetectable alignment (but of course), Admonishing ray? I cant see spending an action to buff one person +2 to hit and dmg
Lv 3 - Dispel Magic, Resist Energy communal, Invis purge is nice, Wind wall (vs archers?)
Lv 4 - Blessing of Fervor(if no arcane?),
Lv 5 - Boneshatter (because its sooo much fun), slay living, Siphon magic (what is mine is mine, what is yours is mine? Someone say wife?), Cure Critical?
Lv 6 - Now you have Heal. Flip side is that you have Harm which can be a game changer. Do you use your rod of reach to Heal or take out target(s)? Word of recall (because I can always rez u...)
Thoughts? Where do YOU fill in the blanks?
| andreww |
This is my level 12 Lore Oracles current spell list. It (ab)uses Paragon Surge so is missing some spells I would normally have (Speak with Dead, Commune) and some of the more situational stuff (Cure Disease/Blindness).
Oracle (Enlightened Philosopher) Spells Known (CL 12):
6 (4/day) Wind Walk, Cure Moderate Wounds, Mass, Heal
Obviously hampered by limited selection here. Harm and Word of Recall would both be on the cards but Summon Monster VI and Blade Barrier are both powerful options. Antilife Shell is also surprisingly potent given it doesn't allow a save.
5 (6/day) Cure Light Wounds, Mass, Plane Shift (DC 23), True Seeing, Air Walk, Communal, Fickle Winds
Fickle Winds is a giant middle finger to archers which actually present a real threat at many levels. Plane Shift I consider a crucial spell. It enables high level adventuring and is the very best way to deal with big beat stick monsters that are not carrying stuff you want to loot. For example, for Purple Worm, a CR12 beastie has a Will save of +4.
4 (8/day) Blessing of Fervor (DC 22), Discern Lies (DC 22), Cure Critical Wounds, Death Ward, Freedom of Movement, Protection from Energy, Communal, Debilitating Portent
Blessing of Fervour is the main one here, especially if you have a group of largely casters who will prefer it to Haste. Death Ward is situational but when that situation arises you absolutely want to have access to it. Same with Freedom of Movement. Protection from Energy wont stack with Resist Energy but is a better buff against enemies with occasional bursts of high energy damage like Dragons. Debilitating Portent is a decent debuff against high damage enemies.
3 (8/day) Cure Serious Wounds, Invisibility Purge, Dispel Magic, Wall of Fire, Water Walk, Blindness/Deafness (DC 21), Daylight, Borrow Fortune, Paragon Surge
I consider Daylight crucial at most levels, supernatural darkness is a complete arse. Hero Lab puts Wall of Fire (from Blackened Curse) here which I suspect is a bug. Still, it's a great anti undead spell (double damage to them). Borrow Fortune is Oracle only and can save your life. Blindness remains one of the best anti Wizard spells around and if you cant cast Paragon Surge you should have it.
2 (8/day) Resist Energy, Owl's Wisdom, Remove Paralysis, Calm Emotions (DC 20), Cure Moderate Wounds, Sound Burst (DC 21), Align Weapon, Flaming Sphere (DC 21), Scorching Ray, Protection from Evil, Communal, Grace
Remove Paralysis is another situational spell but is again one you need right now. Sound Burst is decent for stunning low Fort enemies while Resist Energy is low level enough to spam if needed. I would prefer Communal but couldn't find a level three spell to lose for it. A Communal Protection Spell should be one of your picks, if only to screw over Harpies which seem bizarrely common in PFS adventures. I consider Grace an absolute no brainer, allowing you to go anywhere you want on the battlefield.
1 (8/day) Liberating Command, Cure Light Wounds, Remove Fear, Shield of Faith, Murderous Command, Identify, Burning Hands (DC 20), Endure Elements, Air Bubble, Remove Sickness (DC 19)
Liberating Command is fine until everyone has a Ring of Freedom of Movement. Remove Fear is another useful status removal spell as is Remove Sickness. Air Bubble could easily be in a wand but honestly the level 1 Cleric list is rather underwhelming. Same with Endure Elements.
| Taason the Black |
Great response thank you.
Now question is..due to economy of actions...resist energy communal or protection from energy communal...in the case of turn the corner and oh crap, wth is that?
Water walk, remove paralysis...better used in scroll form for situational?
Now would you save the minor cures (lt and moderate) for the wands and free the slots up for more utility spells? Hold persons?
Would you fickle wind into a scroll?
| andreww |
Water Walk is a scroll spell for Clerics, its a Mystery spell for my Oracle so no choice there. I would also grab Water Breathing or an Air Bubble wand.
Remove Paralysis is one of those spells that you really really need straight away but it doesn't scale so can live on a scroll. As can Delay Poison or the Communal version which is great for then letting your arcane casters drop Stinking Clouds on people.
Hold Person is OK but only works on a narrow range of enemies. Personally I prefer Sound Burst. It only lasts one round but I will happily trade my one standard action potentially for multiple enemies whole round. You can also tag Dazing Spell to it and turn it into a 2 round aoe Daze if you really want to although you are probably better off using a level 5 spell slot on Greater Command/Forbid Action.
For me Fickle Winds is too important to leave to a scroll. I expect any group making serious use of archers will be prepared to Dispel it given just how big a hoser it is so I want to be able to cast it again. trickier for a Cleric when you have to decide between spells.
The other thing I should have mentioned since you talk about running an evil group is Animate Dead. With a bit of feat support and Desecrate you can animate something like Caster Level x6HD as undead minions.
The Cures are on my list because the Oracle gets them automatically but I would pretty much never memorise them if I was a Cleric. I would consider grabbing Restoration and Lesser restoration but I have Paragon Surge so I don't really need to.