Shaman spell list oversights


Rules Questions

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All MAD classes get a bigger power boost if crafting is in play.

But even without crafting rules a +4/+4 headband alongside a +2 ioun stone can cover most of your needs.

With a starting 13-14 int and 14 chr that gives you up to 4 lvl 5-6 (or 3 lvl 7-8 depending where you get the bonuses) wizard spells and is affordable when you get access to those spell levels even without crafting

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The lore spirit thing doesn't solve the problem though, which is that there are several spells that are thematically and/or mechanically appropriate to the shaman that they don't get.

I shouldn't have to pilfer the wizard list to cast communal versions of spells I can already cast, and I can't pilfer things like remove disease or spiritual ally that way anyway.

For that matter, pilfering the wizard list shouldn't be the best/default way to play the shaman. If I wanted to cast wizard spells, I'd play a wizard :)


Don't get me wrong, if you look above I do agree that missing spiritual as well as communal versions is odd and probably an oversight.

Just pointing out that arcane enlightenment can cover the rest (I.e. summons monsters and etc)


Hi I guess this is an old post but I made a spreadsheet to find all the spells that are on the oracle & witch spell lists that are missing from the Shaman one

http://pastebin.com/xpTERD5h

There are 92 (!) of them!


Shaman has too many spells IMO!... It should consider itself grateful!

Why on earth should it get access to all the Oracle and Witch spells as well as the dozens of abilities it already gets!!!??

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