Cleric spells to be used with Shaman's Paint?


Advice

Silver Crusade

Shaman's Paint

Shaman's Paint wrote:
The ground carcasses of goldbelly stinkbugs—insects native to the Mindspin Mountains—give this paint its characteristic yellow hue. When applied as a full-round action, this fine paste makes your head glow as though with an unearthly halo. You gain a +2 alchemical bonus to your caster level for any spells you cast that target one or more of your allies. The quicksilver in shaman’s paint is harmful to living creatures. If you wear shaman’s paint for more than 1 minute per day, you take 1 point of Wisdom damage, plus 1 point of Wisdom damage for every minute you wear the paint that day after the first.

The idea is to apply Shaman's Paint on my 9th level Cleric once per day, when casting long-lasting buffs (10 min/lvl or longer) on myself or the party. What spells between level 1 and 5 would most benefit from it?

Grand Lodge

Freedom of Movement, air walk, resist energy, life bubble, hunter's blessing are the first that come to mind.

Silver Crusade

Grandlounge wrote:
Freedom of Movement, air walk, resist energy, life bubble, hunter's blessing are the first that come to mind.

Apart from Resist Energy, none of those spells depend on CL apart from the duration. Therefore, a +2 CL boost hardly makes a difference in terms of what the spells does. When I have asked about what spells would most benefit from the CL boost, I was mainly referring to long-lasting buffs that would benefit from the boost both in terms of the duration and the effect.

Resist Energy, indeed, depends on the CL boost both in terms of the duration and the effect. However, it is very circumstantial, and is therefore not a good buff to be cast every day first thing in the morning, which is the kind of spells I am looking for.

A perfect example would be Greater Magic Fang on a Druid, casting the spell on his animal companion every day, first thing in the morning: the +2 CL boost would not only extend the duration of the spell, but also (possibly, depending on his level and other CL boosts) increase the enhancement bonus it grants to the natural attack.

The direct Cleric counterparts are Magic Vestment and Greater Magic Weapon, but unfortunately they both target an item (respectively one armor/shield and weapon), rather than an ally.

Grand Lodge

Higher caster levels allow you some control of what is dispelled by greater dispel which is a huge benefit if you play in a game where the gm uses decent strategy. There are not may buffs that get any non-duration boost at every level, other than spell resistance or temp hp granting spells like battle trance or aid but none of them are long duration and a few HP is basically nothing. At best you are going to get an occasional +1 every couple of levels. If you want to increase your chances of this being useful grab anointing oil and an Orange Prism ioun stone when it becomes affordable.

It is also not a good decision to cast a worse spell because if have caster level-dependent effects. Dragon Turtle Shell (I know it's l=not long enough duration) has caster level-dependent effects but is very situational so other thrid level spells are a much better idea.

If you have specific requests like increased effects it would be helpful to include them in the OP.


Defending Bone allows more damage absorption up to 10th level.
Ward of the Season is another long term buff.
Remove Curse, Remove Disease, Neutralize Poison and Dispel Magic uses CL for success.
Open The Dead Roads uses CL for # people affected.
Shield of Faith will get better at higher CL.

/cevah

Silver Crusade

Thread: What Cleric spells to be used with Shaman's Paint? They need to be

1) long-lasting (10 min/lvl or longer);
2) with a CL-dependent effect;
3) generic enough to be cast in the morning, every day;
4) between levels 1 and 5.

Examples: Barkskin, Greater Magic Fang.

Cevah wrote:

Defending Bone allows more damage absorption up to 10th level.

Ward of the Season is another long term buff.
Remove Curse, Remove Disease, Neutralize Poison and Dispel Magic uses CL for success.
Open The Dead Roads uses CL for # people affected.
Shield of Faith will get better at higher CL.

/cevah

- Defending Bone is Pharasma's only.

- Ward of the Season violates 2).
- Remove Curse, Remove Disease, Neutralize Poison and Dispel Magic violate 1) and 3), and I would say violate 0) in the sense that they do not even have a duration, since they are instantaneous.
- Open The Dead Roads violates 4)
- Shield of Faith violates 1)

Thank you for playing, better luck next time.

/sign here


Magic circle against evil. 10 min/level, spell level 3, can be cast on a person, it needs to overcome SR (i.e. caster level check) to hold creatures at bay.

Communal air walk. 10 min/level divided among the recipients, spell level 5, while only duration is affected that duration could be a bit tight & an extra couple of levels might help.

Life bubble. 2 hours/level divided among the recipients, spell level 5, while only duration is affected an extra couple of levels might help.


Gray Warden wrote:

Thread: What Cleric spells to be used with Shaman's Paint? They need to be

1) long-lasting (10 min/lvl or longer);
2) with a CL-dependent effect;
3) generic enough to be cast in the morning, every day;
4) between levels 1 and 5.

Examples: Barkskin, Greater Magic Fang.

Cevah wrote:
...

- Defending Bone is Pharasma's only.

- Ward of the Season violates 2).
- Remove Curse, Remove Disease, Neutralize Poison and Dispel Magic violate 1) and 3), and I would say violate 0) in the sense that they do not even have a duration, since they are instantaneous.
- Open The Dead Roads violates 4)
- Shield of Faith violates 1)

Thank you for playing, better luck next time.

Well...

- Defending Bone is Pharasma's only.
Given that there are arcane versions of this spell, that means it is not strictly limited to Pharasma's clerics.
- Ward of the Season violates 2).
While CL only adds time, Summer gives +10' speed while Fall gives +2 morale Fortitude saves. Since they last one hour per level, it is still worth 2 extra hours.
- Remove Curse, Remove Disease, Neutralize Poison and Dispel Magic violate 1) and 3), and I would say violate 0) in the sense that they do not even have a duration, since they are instantaneous.
These are reactive spells, and every little bit helps, especially if the cause is a boss encounter.
- Open The Dead Roads violates 4)
True, but when you get the spell, it gets significantly more people than teleport and wind walk.
- Shield of Faith violates 1)
While it only lasts one minute per level, if you are preparing for an immediate attack, you get two additional minutes and maybe a higher AC bonus.

As my cleric has Fates Favored, I do have better luck. :-)

/cevah

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