
![]() |

I'm working on a build for an Ancient Lorekeeper Oracle with the Ascetic Mystery that pumps AC up extremely high and uses the Ascetic SpellStrike at level 9+. Could I get some good ideas for Wizard/Sorcerer spells that would be great to deliver through melee attacks?
The few I have in mind already in taking are Shocking Grasp, Scorching Ray (It's not melee but it gives me a ranged option), and Ghoul Touch. Not sure if there's better choices or what to take after 2nd level spells.

MichaelCullen |

Force punch - just for the cinematic of it (pretty cool)
Bestow curse - many good options for curses
Corrosive consumption - lots of damage in the long run
Fleshworm infestation - make a save every round vs staggered + take dex damage
Vampiric touch - if you are in melee, you will want the temporary hit points

UnArcaneElection |

I guess Ascetic Mystery is still too new to have made it onto www.d20pfsrd.com? Thought the Villain Codex had been out since last November. Which reminds me that we need an updated Oracle guide . . . .
The thing that occurs to me about Ancient Lorekeeper is that since you treat all the Sorcerer/Wizard spells (that replace your Mystery spells) as 1 level higher than their actual level, you are getting basically a free 1 level Heighten Spell on them whether you want it or not, except that it doesn't increase the casting time. So ideally you want to pick spells (whether casting them through Ascetic Spellstrike or otherwise) that benefit from Heighten Spell -- usually this means by increasing the Save DC, which doesn't apply to spells like Frigid Touch, Frostbite, Shocking Grasp, and Vampiric Touch that don't have a Save (although if you put the right other Metamagic on them(*), such as Dazing Spell, they can gain a Save). (A few spells like Light and Darkness can get the upper hand over each other from Heighten Spell, but you already have these on your spell list anyway; and Heighten Spell can put a spell over the top for getting through a Globe of Invulnerability or similar effect.)
(*)If you are going to do that with spells cast through any kind of Spellstrike, you must have either Improved Eldritch Heritage (Arcane, option 3) or Spomtaneous Metafocus or Quicken Spell to get past the problem of Metamagic increasing the casting time. For some spells cast normally from a distance (for instance, Black Tentacles and Fireball), this is not an absolute requirement, although still important if you plan to use them a lot.

![]() |

In my opinion, the "heightened" spell level/DC isn't that fantastic of a benefit. It's only going to be a +1 to the DC regardless. You get so few Ancient Lorekeeper spells, and the Oracle list already has plenty of spells that are debilitating with a saving throw.
What I believe you want are spells that do something you can't already do. Which is generally direct damage. Or the arcane spells that don't have a cleric equivalent.
For a cantrip, it really doesn't matter that much. It's rare you'll spend the spel slot to cast it. If you want something to use with Spellstrike, then Touch of Fatigue. Otherwise, maybe Prestidigitation or Ghost Sound.
1st level - Shocking Grasp, Frostbite, or Chill Touch. This is where your main Spellstrike damage spell will likely come from.
2nd level - Don't take Scorching Ray. You're not a blaster, and there are so many better 2nd level spells on the Wizard list. Plus Admonishing Ray is on the Oracle list and is essentially the same, just non-lethal and still a 2nd level spell. Eventually almost as many things will be resistant/immune to fire as are immune to nonlethal. If you're worried about Undead, take Searing Light with one of your 3rd level regular Oracle spells.
Take Mirror Image. There's no better defensive spell at that level, and it will continue to be useful forever. False Life is a runner up. Alter Self is very versatile.
3rd level - Vampiric touch is the way to go if you want something for Spellstrike. Again, though, there are lots of good spells at 3rd. Displacement is an option if you prefer it to Mirror Image. Haste is a fantastic spell, but it will be the same level as Blessing of Fervor for you, so it's not worth giving up a limited option for it. Monstrous Physique is incredibly versatile (+2 STR or +2 DEX, can grant flight, swim, climb, darkvision, water breathing, etc.). Heroism is amazing.
4th level - Dimension Door. Greater Invisibility. Shadow Conjuration. Monstrous Physique II. Stoneskin
Broaden your abilities. Don't just pick 3-4 spells that give you a damaging attack. And remember, you can always use a higher level slot to cast a Shocking Grasp if you run out of 2nd level spells.
You can Intensify spells and use them with Spellstrike without any issues. You just can't move more than a 5-foot step when you do it. Does the mystery get Spell Combat as well? That won't combine with a full-round casting time. But Spellstrike shouldn't have any issues whatsoever. As long as the spell allows a free touch attack to deliver it, you can use Spellstrike to deliver it. Unless there's some different language in Ascetic Spelstrike that changes that.

UnArcaneElection |

I should have explained that better:
Ideally as an Ancient Lorekeeper you want Sorcerer/Wizard spells that do something that you really need, are NOT on your Cleric/Oracle spell list, and that benefit from a fixed 1 level of what is effectively Heighten Spell without the increased casting time. If one of the spells doesn't meet the first requirement, what's the point?; if it doesn't meet the second requirement, it isn't a useful choice unless it gets a REALLY GOOD benefit from a fixed 1 level of Heighten spell; if it doesn't meet the third requirement, it can still be useful, but you are paying a substantial spell slot tax for it (and while Oracles get a lot of spells per day, this still isn't unlimited, especially soon after you get access to a spell level).
I should have also explained the bit about Spellstrike and Metamagic better:
What I meant is that if you want to be able to do anything other than the spellcasting and making the attack when you are using Metamagic on a Spellstrike, like for instance move into position by more than a 5' step or make Attacks of Opportunity, then you need a way to keep from increasing the casting time on spontaneously cast spells with Metamagic; otherwise, even though Spellstrike on a full round cast is legitimate, you are going to be severely limited with it. So for practical purposes you do need to keep from increasing the casting time.