I am making a Dragon Oracle and will be trying to get great use of Dragon Magic Revelation. The campaign will end at level 18 and I do not foresee the ability to retrain the revelation to Limited wish. So this leaves me with Level 6 and lower spells.
My first thoughts where Permanency and/or Stoneskin communal. Both have costly Material components so getting them for free will be very nice, even if limited to 1-2/day.
So tell me guys what other spells would be amazing choices for Dragon magic revelation for 6th level and lower spells?
|Darksol the Painbringer|
Please tell us how it works out
Your draconic power grants you a limited form of access to arcane magic. Select one spell from the sorcerer/wizard spell list that is 2 levels lower than the highest-level spell you can cast, or two spells that are both at least 3 levels lower. You can cast each of the selected spells once per day as a spell-like ability. At 11th level, you can cast each selected spell twice per day.
|Darksol the Painbringer|
I'd honestly consider spells with great synergy to your playstyle unavailable to your base list instead of expensive component spells, since several of them are uninteresting, and you already listed the two best material component spells for their levels.
Well, permanency would fit my Character's style quite well. I planned on getting Create Greater Demiplane at the end parts of the game. The ability to make it permanent would make me feel very God-like and I could make a plane with some real size to it without worry about wasting gold on it. 22,500 gp saved with each casting and I could have all the cool features instead of picking just a few.
The character is a Dragon Mystery Spirit Guide Oracle who mostly does Support with a side of control and blasting. Blasting is the least most important part of the character but access to Fire spirit and Heaven's spirit really do give me a few nice mid to late game blast spells that I can tag empower onto to try and soften groups for my team to kill faster/easier. Control in the form of Command, Greater command, Fear with the simple Persistent meta magic to keep them alive longer. It is mostly an RP character for a DM who likes heavier RP so getting insane DCs would just overkill since his combats are not optimized at all.
So the character can do a bit of everything. Melee in FotD3 late game but no real power attack or weapon so it is mostly a defensive spell and extra breath weapons for added damage.
But I think you may be right I could always just pick 1 other spell that suits the character because the savings from the one will already astronomical. Now I can look at Major Creation (use on a timeless plane sounds nifty, like a god of creation), Dominate Person (PC would love worshipers), or Magic Jar (Personal favorite spell).
Enhance Water.Always useful, esp if you're worried someone's gonna poison you.
I usually have detect poison cantrip for that if I ever eat/drink from an unknown source, but extremely rare that I accept drinks from unknown sources... the major reason I buy my own Booze in large quantities and keep in my own bags or I use create water for myself. I remember playing the first few sessions of serpents skull and the DM having to Fiat that my character drinks/ eat food provided to him on the ship because I used Create water and could cast dream feast. That way the Story would go on.
So I am really not the player to fall for the poisoning. Much like a mad eye moody in that regards.