Adding to spell lists.


Advice


A, which 5 wizard spells would you like added to the Bard spell list?

B, which 5 Druid spells should you like added to the Cleric spell list?

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Timid Toad


I think the following would be appropriate to be added to the Bard list.

1. Feeblemind
2. Sending
3. Telepathic Bond
4. Contact Other Plane
5. Secret Chest

Looking over the 5th level Druid spells, everything that looked like it would be appropriate for a Cleric was indeed already a cleric spell. I do wish Explosion of Rot was on more spell lists in general though.


Any 5 spells, at ANY level. You gain this ability a 1st level but can pick spells you're not able to cast yet!


Is this the Samsaran ability?

Personal I would recommend you go look through the guides for each class respectively and see the top rated spells for each. Then decide from amongst those spells.

If you are not sure where to find guides for classes look here

Sovereign Court

Why are you talking what you would like added to the bard list, and what you should like added to the cleric list?

Are we adjusting levels?


No it's my stupid predictive text!

What about more blast spells? Turn the Bard into a buff/blaster?

Yes this is Samsaran race class ability

Sovereign Court

Okay... for the bard from the wizard list.

Level 1

  • Shield - especially if you like two-handed weapons.
  • True Strike - bards are proficient with whips. The bonus also works on maneuvers!

    Level 2

  • Command Undead - unintelligent undead don't even get a save
  • False Life - if you expect to get hurt...
  • Resist Energy - chances are someone else in the party can already cast this. But it's a good spontaneous spell, because it's hard to estimate beforehand how often you'll need it. Alternatively, get the Communal version at level 3 instead, to protect your entire party.
  • Stone Call - if you're into archery, this is good for keeping enemies at a distance. Also works well on critters with high AC but low HP, or swarms.

    Level 3

  • Beast Shape I - an interesting buff if you wanna go into melee.
  • Magic Circle against Evil - domination can ruin your day, summoned evil outsiders accompany a lot of bosses, and evil creatures in general are common enemies.
  • Stinking Cloud - this spell is absolutely deadly.

    Level 4

  • Calcific Touch - if you're comfortable in melee, use this to turn dragons to stone in a few taps.
  • Dimensional Anchor - can be really good for nailing down teleporting demons or recurring villains
  • Shadow Conjuration - very versatile
  • Stoneskin - if you want to mix it up in melee

    Level 5

  • Beast Shape III - Fight like a dire tiger, with pounce and rake.
  • Feeblemind - shut down arcane casters
  • Fabricate - super versatile
  • Overland Flight
  • Stoneskin, Communal - with the False Focus feat this can be free. It's also a good buff.
  • Teleport

    Level 6

  • True Seeing

    Given the difference in spell progression between bards and wizards, I think you're better off with the low-level wizard spells.

  • Sovereign Court

    For the cleric from the druid list...

    Level 1

  • Faerie Fire - VERY good solution against invisibility, also against creatures with at-will renewable invisibility (like some faeries).
  • Longstrider - walk around in any armor you like without falling behind the group
  • Shillelagh - in case you lack a good favored weapon, this is pretty decent
  • Snowball - pretty decent attack spell, especially for a cleric

    Level 2

  • Barkskin - a buff clerics normally don't get that easily.
  • Stone Call - battlefield shaping and damage against hard to hit enemies. Potentially better than Entangle if you're not going into the countryside. Also good if you want to terrorize civilians.

    Level 3

  • Sleet Storm - good battlefield control. Slows enemies considerably and blocks their line of sight. Place your fighters at the edge and pick off enemies as they shamble out of the wet misery.
  • Summon Nature's Ally - 1d4+1 Stirges can do a number on enemies with better HD than touch AC

    Level 4

  • Flame Strike - one level lower than normal for clerics
  • Scrying - one level lower
  • Strong Jaw - if someone in your party relies on natural weapons, this is brutal

    Level 5

  • Baleful Polymorph - against enemies with poor Fort saves
  • Stoneskin
  • Commune with Nature - a divination that's not normally available to clerics

    Level 7

  • Firestorm - a level ahead of the cleric list
  • Faerie Ring Retreat - your own private extradimensional place to hide
  • Sunbeam - if you don't like undead but don't have the Sun domain

    Level 9

  • Shapechange - because you can become just about anything

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