Options for Oracle's Spell Perfection


Advice


I'm reaching high levels with my Intrigue Oracle in the Hell's Rebels AP, and am considering taking Spell Perfection at 15. However, I'm not sure what spell is worth choosing (or if it's even worth taking the first place). Metamagic so far includes Piercing, Persistent, Quicken, with one more option available.

The role is summoner/controller/support, so not many blasting spells and minimal buff/healing. Given the Chelaxian setting, I'm tempted to go with Dismissal/Banishment, though I fear that that is too specific to be worth it.

Any other recommendations for good Oracle spells that are worth Perfecting?


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Free metamagic is pretty good. I'd think spell perfection worth it. Waves of ecstasy or holy word with free persistent or piercing would be nice to have, or wall of silver, or if free quicken is what you're after look at holy ice or greater forbid action.


Since you are already summoning things, pick a spell level that is 5th or lower that you generally don't use. Like at the end of a day what slots do you have left sort of thing. Typically 2nd level spells are the sort of thing where you don't really use them.

Now Spell Perfection summon monster for that level. Throw Quickened Summon Monster as a control spell. While 1d4+1 low level speedbumps aren't a huge threat it should be good enough to prevent just about anything from moving this round. Considering these are spell slots you probably wouldn't use otherwise, its good enough that they buy a round, or give your group flanking, or some other tactical bonus. Just summoning a bunch of Lantern Archons is usually good enough.

The other option that comes to mind is Dispel Magic. You don't want to dispel stuff every round, but leading with a quickened dispel magic and if you don't get what you want following up with a second dispel magic is great. And if you did get what you want follow up with a different spell.


I didn't think you could quicken Summon spells, since the casting time is more than 1 full-round action: "A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened". Am I missing something?


This Side wrote:
I didn't think you could quicken Summon spells, since the casting time is more than 1 full-round action: "A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened". Am I missing something?

Summon monster isn't more than 1 round, it's exactly 1 round. Any spell that takes longer than that (Restoration, for example) can't be quickened, but that one should be fine.


"MrCharisma wrote:

Summon monster isn't more than 1 round, it's exactly 1 round. Any spell that takes longer than that (Restoration, for example) can't be quickened, but that one should be fine.

But it is more than one full round action.


This Side wrote:
I didn't think you could quicken Summon spells, since the casting time is more than 1 full-round action: "A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened". Am I missing something?

... More than 1 round ...

Casting Time: 1 round


You can quicken summons, yes.

Quicken on some restoration spells, no.

It's a round. Rounds the limit.

Shadow Lodge

Personally, I tried the following combination:

This combination, plus a '+ 1 Caster Level' Trait and Ioun stone put me at ludicrous +8 caster levels for this spell:
  • (Oracle level -2) or fewer HD opponents must save or die.
  • (Oracle level +3) or fewer HD opponents must save or be paralyzed, and are paralyzed for a round even if they succeed.
  • (Oracle level +7) or fewer HD are blinded (save for half duration).

Honestly, this combo was just too powerful and I think I only used it twice: Once when another PC was suddenly petrified in the first round, and again when neither the players nor the GM really wanted to deal with the actual fight (Evil opponents bursts into the room at the end of the session and make a dramatic threatening speech before attacking, so rather than wait to fight it out next week, I countered with a plain, simple, holy 'No!').
Of course, this may be completely inappropriate for a Hell's Rebels campaign, as you will hurt your own party if your alignments aren't properly, well, aligned...


MrCharisma wrote:
This Side wrote:
I didn't think you could quicken Summon spells, since the casting time is more than 1 full-round action: "A spell whose casting time is 1 round or 1 full-round action cannot be quickened". Am I missing something?

... More than 1 round ...

Casting Time: 1 round

"A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened"

This probably has to do with the crappy grammar of the sentence - the take home message is that 1 round casting time is this perfect sweet spot in between more than 1 round and 1 full-round action? That personally seems ridiculous to me if a full-round cast can't be quickened, and I was reading the sentence as more than (1 round or 1 full round) cannot be quickened, where the "more than" phrase applies to both actions.


This Side wrote:
This probably has to do with the crappy grammar of the sentence - the take home message is that 1 round casting time is this perfect sweet spot in between more than 1 round and 1 full-round action? That personally seems ridiculous to me if a full-round cast can't be quickened, and I was reading the sentence as more than (1 round or 1 full round) cannot be quickened, where the "more than" phrase applies to both actions.

Oh yeah it's a really poorly worded sentence. They could have left part of it out completely:

Quote:
A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened

Since 1 round is more than 1 full-round-action they could have just written it like that and it would have meant the same thing. Don't worry it's not just you =)

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