Great spells to steal with Croosblooded Evolution.


Advice


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Sorcerers have a feat that let them get a spell from any list, what are the best spells you think that are good to poach with that feat?

In my case I like:

Heal: Let Arcane Sorcerers to cure.

Synesthesia: Really strong debuff exclusive to the Occult list, clumsy is a rare condition to inflict with spells.

Heroism: Good buff, always useful and let Dragonic Sorcerer to be more accurate with the dragon claw.


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Yes, on Heal, maybe for Occult too. Heal > Soothe.
Might be most combat-shifting spell out there.

Nature or Divine: Pick up Magic Missile

Primal: Pick up Shield (though Cantrips are easy to pick up other ways).

Non-Divine, if you have a Good deity.: Pick up Divine Lance, Divine Wrath, and other spells to do Good damage. Or Righteous Might because that's just funny.

Arcane or Primal: Pick up Shadow Blast for its versatility.
(Especially if commonly fighting Demons.)

Anyone: Pick up a spell that contrasts so much with your Tradition, that it leaves your enemies wondering what you're capable of.

Many of the party "must-have" spells could be picked up this way like Teleport, Fly, Breath of Life, and other tried and true standbys. Though check to see how much they've changed!

Cheers


I could see an Occult or Divine Gish or Blaster Sorcerer grabbing True Strike and eventually True Target so that they can lay down the mother of all blows after utilizing their extensive buffs and debuffs.


Makes me wish Specialist Wizards coult burn a feat to get Boundless Mastery or something to pick up a spell from their school but outside of their tradition. Arcane and Crossblooded evolutions singlehandedly gave me a really hard choice between Wizard and Sorcerer.


Castilliano wrote:


Arcane or Primal: Pick up Shadow Blast for its versatility.
(Especially if commonly fighting Demons.)

Demons no longer have elemental weaknesses, that was playtest only.

Shadow Blast is terrible damage and only makes sense as an AOE weakness targeter. I don't think that's going to happen enough to justify it as a spell known.


Heal is one of those that are great to grab if your not divine or occult tradition.

If your divine or occult I could see you grabbing more blaster type spells from arcane to shore up on offensive capabilties.


Xenocrat wrote:
Castilliano wrote:


Arcane or Primal: Pick up Shadow Blast for its versatility.
(Especially if commonly fighting Demons.)

Demons no longer have elemental weaknesses, that was playtest only.

Shadow Blast is terrible damage and only makes sense as an AOE weakness targeter. I don't think that's going to happen enough to justify it as a spell known.

Wait they don't? Aww, I liked that. XP

Well, maybe they found demons falling apart too quickly when all their weaknesses were targeted I guess. I liked blaster Casters being able to feel out and target their weaknesses though.

As for Shadow Blast, yeah the 2/3 damage and choosable save-targeting hurt a lot. I wouldn't mind if it got bumped to d10s like a bunch of formerly d8 spells have. That said, the multi-choice AoE and damage type are great versatility, in particular it's a nice Signature Spell if you want multiple blasting options without spending multiple spell slots and/or signature spells.

Liberty's Edge

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Edge93 wrote:

Wait they don't? Aww, I liked that. XP

Well, maybe they found demons falling apart too quickly when all their weaknesses were targeted I guess. I liked blaster Casters being able to feel out and target their weaknesses though.

Well, in terms of theme, they replaced them with thematic weaknesses specifically tied to their Sin. Succubi are now damaged if you resist their mind control, Glabrezu if you see through their lies, Vrocks by Calm Emotions, etc.

Which is very cool, if less potent as a mechanical option to take them out with.


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What deadman said. I am super hyped for how demons work now.

As for the main topic. I remember I liked the idea of shocking grasp on a tentacular limbs gish.


Edge93 wrote:
Xenocrat wrote:
Castilliano wrote:


Arcane or Primal: Pick up Shadow Blast for its versatility.
(Especially if commonly fighting Demons.)

Demons no longer have elemental weaknesses, that was playtest only.

Shadow Blast is terrible damage and only makes sense as an AOE weakness targeter. I don't think that's going to happen enough to justify it as a spell known.

Wait they don't? Aww, I liked that. XP

Well, maybe they found demons falling apart too quickly when all their weaknesses were targeted I guess. I liked blaster Casters being able to feel out and target their weaknesses though.

As for Shadow Blast, yeah the 2/3 damage and choosable save-targeting hurt a lot. I wouldn't mind if it got bumped to d10s like a bunch of formerly d8 spells have. That said, the multi-choice AoE and damage type are great versatility, in particular it's a nice Signature Spell if you want multiple blasting options without spending multiple spell slots and/or signature spells.

I agree w/ your points, which is why I like it: you can target a Weakness or avoid a Resistance. If those are less common, then my opinion of the spell dwindles.

I also like being able to shape it to suit formations.

I have a PF1 PC who only took a few AoE for swarms, split oozes, and so forth. I think Shadow Blast plays a good role for such PCs at such times, not for default usage. So a blaster w/ a variety of AoEs would nearly always have a better option, but for someone w/ few AoEs, Shadow Blast has utility.
I guess a further note is I build toward fighting monstrous enemies. In city campaigns or when fighting the Aspis Consortium, I wouldn't suggest Shadow Blast.
Cheers


I think a lot of people don't like the current spell lists because the game encourages you to favor versatility and covering many bases, and then rewards you for picking the most appropriate spell that targets the weakest link. If you just want to go and pick "all lightning spells" or other thematically-linked chain of spells, it is easy to find yourself in a situation where you are not able to capitalize on the weakness and thus feel behind the curve.

That is kinda why I like the spell substitution wizard - it really encourages you to engage with the exploration mode to scout ahead, identify next encounter, figure out what set of spells is the best, and then substitute a bunch of them while your ranger sets up snares and others get healed/fix their shields/whatever 10 minute activities they ave at hand to be prepared.


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WHW wrote:
I think a lot of people don't like the current spell lists ...

Citation needed.

Being able to stretch one's versatility is potent, but all the traditions carry enough variety to cover most bases. A two-caster party could access everything needed if they chose to.

Some days you're gonna feel bad because you just bought a Holy weapon and are now going off to fight Proteans. Oh well. Fiends are bound to make a showing someday.
I think PF2 did a good job by rewarding finding a weakness, rather than punishing not finding one. Everyone can contribute rather than having all their efforts nullified. Some just do better.


Deadmanwalking wrote:
Edge93 wrote:

Wait they don't? Aww, I liked that. XP

Well, maybe they found demons falling apart too quickly when all their weaknesses were targeted I guess. I liked blaster Casters being able to feel out and target their weaknesses though.

Well, in terms of theme, they replaced them with thematic weaknesses specifically tied to their Sin. Succubi are now damaged if you resist their mind control, Glabrezu if you see through their lies, Vrocks by Calm Emotions, etc.

Which is very cool, if less potent as a mechanical option to take them out with.

Oh, nice! I'd heard about the Succubus thing, but not the others. I'll have to look at those. Not too far in the Bestiary yet. XD


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Freedom of Movement is pretty good for an occult sorcerer. Lots of grabs in the Bestiary that you want to avoid.

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