Oracle Spell List >>> learn spell in better order


Advice


Hi all

i am going to play an oracle on Rise of the Runelords in next weeks

I want to prepare the list of spell i will learn and in what order to learn

for every level, and side of every spell i put the order of learning
the number at right of level is how many spell i will know at 20lv for that level (house rules, i learn mooooore spell than standard oracle)
so this line 1-15 mean: first level spell, 15 spell can be know

1-15) Divine Favor 1, Command 2, Protection from Evil 3, Burning Disarm 4, Obscuring Mists 5, Shield of Faith 6, Comprehend Languages 7, Bless 8, Bless Water 9, Detect Evil 10, SMXX 11, Shield of Faith 12, Sun Metal 13, Magic Weapon 14

2-15) Lesser Restoration 1, Spear of Purity 2, Hold Person 3, Resist Energy 4, Protection From Evil Communal 5, Silence 6, Ironskin 7, Sound Burst 8,Remove Paralyses 9, Spiritual Weapon 10, Grace 11, Web Shelter 12, SMXX 13, Weapon of Awe 14

3.16) Dispel Magic 1, Searing Light 2, Prayer 3, Remove Disease 4, Stone Shape 5, Invisibility purge 6, Remove Curse 7, Resist Energy Communal 8, Daylight 9, Helping Hand 10, Create food water 11, Locate Object 12, Water Breathing 13, Magic Vestment 14, Glyph of warding 15, SMXX 16, Speak with dead 17, Wind Wall 18

4.16) Blessing of Fervor 1, Neutralize Poison 2, Tongues 3, Divine Power 4, Restoration 5, death ward 6, Holy Smite 7 , Dismissal 8, Terrible remorse 11, Freedom of Movement 10, Dimensional Anchor 11, Spiritual Ally 12, air walk 13, SMXX 14, Greater Magic Weapon 15, Sending 16.

5-16) Wall of Stone 1, Dispel evil 2, True Seeing 3, Holy Ice 4, Fickle Winds 5, Flame Strike 6, Spell Resistance 7, Cleanse 9, Scrying 10, Plane shift 12, Greater Command 13, Hallow 14, Atonement 15, SMXX 16, Commune 17, Righteous Might 18, Scrying 19, Greater Forbid Action 20

6-16) Heal 1, Blade Barrier 2, Antilife shell 3, Cold Ice Strike 4, Banishment 5, Word of recall 6, wind walk 7, Dispel Magic Greater 8, Find the path 9, planar ally 10, Heroes Feast 11, SMXX 12

7-13) Holy Word 1, Regeneration 2, Refuge 3, Destruction 4, Restoration Greater 5, Repulsion 6, SMXX 7, Resurrection 8

8-13) Holy aura 1, Stormbolts 2, Divine Vessel 3, Anti Magic Field 4, Frightful Aspect 5, Greater Planar Ally 6, Symbol of Death 7, Firestorm 8, Create Demiplane 9, SMXX 10

9-3) Miracle 1, Winds of Vengeance 2, Implosion 3, Mass Heal 4, Etherealness 5, SMXX 6

any suggestion on order ? or missing good spell ?

thanks

BHH


I don't care to check every spell on your list, but Burst of Radiance and Greater Magic Weapon seem to be missing. Depending on your curse Oracle's Burden can be a fun debuff, and with this many spells Liberating Command and Remove Fear should make an appearance. And probably Sure Casting once you get the Quicken Spell feat.


thanks for your input
Burst of radiance is very nice

BHH


1) Philosophy.

I prefer spells that you will use ALL the time. If it's only once or twice, just buy a scroll instead. So, you've got remove curse listed. Do you expect to be cursed a lot? Compare that to, say, Magic Circle? How often will you fight evil creatures, or something summoned?

2) Party

The rest of the group matters. If you're weapon-heavy, then things like bless and prayer will do quite a lot. If everyone else is also a spellcaster, they are way less useful. Summoning is best when the group is smaller, it can drag down play speed with a large group...

As you play, you'll notice things as well. If the fighter has the will save of a turnip, then protection from evil is more useful. If the rogue gets beat up a lot, then shield other might help...

3) Feats and build

Depending on the rest of your build, things might adjust. If you have a higher strength and con, then the melee spells like divine favor become more useful. If not, then the saving throw spells become stronger.

If you take feats like spell focus or augment summoning, the list shifts. Spells might be better for you than they are in general.

4) Details

Overall, you want to be able to buff the party, and hinder enemies. You may be the sole spellcaster, you might not, but I'd try to be able to target Will, Fortitude, Reflex, and Touch AC by 6th level. Mobility spells come online later, and information gathering spells (Scry, Speak with Dead) can also be super useful.

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You've got Shield of Faith listed twice.

You can move lesser restoration back a spot or two, you don't need it all the time at 4th level. Just buy a scroll or two until you get it around 6th-7th level.

Wind wall is better than you think: it blocks swarms and poison gas, two things that oracles have trouble with. Arrows are just a bonus.

I prefer Delay poison to Neutralize poison.

Are you getting resist energy and resist energy communal at about the same time? Seems redundant.

I'd get to greater command faster, and I don't particularly care for dispel evil, it's hard to get it to work.

Communal air walk is amazing, grab it quickly.
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Greater Forbid Action >>> Greater Command

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