| b8620271 |
Hi All,
for a starting campaign I'm planning to be a Cascade Bearer Halcyon Speaker.
Being a wizard my idea is to select the Halcyon spells from the other Traditions.
I'm here asking your help for the selection.
Below the spell levels and the number of spells
Contrips: 1 Primal from Magaambyan Attendant Dediction + 3 Halcyon
1st: 4 Halcyon
2nd: 3 Halcyon
3rd: 3 Halcyon
4th: 3 Halcyon
5th: 3 Halcyon
6th: 3 Halcyon
7th: 2 Halcyon
Until now my selections would be:
Contrips: 1 (Guidance) + 3 Halcyon (Forbidding Ward, Stabilize, Join Pasts)
1st: 4 Halcyon (Liberating Command, Protection, Sanctuary, Heal)
2nd: 3 Halcyon (Augury, Entangle, XXX)
3rd: 3 Halcyon (Heroism, Sanctify Ground, Crisis of Faith)
4th: 3 Halcyon (Silence, Restoration, XXX)
5th: 3 Halcyon (Breath of Life, Death Ward, Synesthesia)
6th: 3 Halcyon (Fire Seeds, Spirit Blast, Zealous Conviction)
7th: 2 Halcyon (Regenerate, XXX)
| coriolis |
Take note that the setup you listed is only possible at 18th level at the earliest; it would look quite different before then, and especially from levels 1 to 10 where you would be restricted to 2 spells per level from the primal and arcane lists.
Given that you said you were starting a campaign, I would focus on these spells. Note that there will be many more spells to choose from by the time you reach 10th level (the Advanced Player's Guide coming out this summer will have a bunch, and presumably there will be a few more in the other products planned for this year).
My recommendation would be to plan out your *feats* first, then the halcyon spells that go with them, as so:
2: Magaambyan Attendant Dedication
- 1 cantrip (arcane or primal)
6: Halcyon Speaker Dedication
- 2 common cantrips (arcane or primal)
- 2 common first-level spells (arcane or primal)
10: Halcyon Speaker Initiate
- 2 common second-level spells (arcane or primal)
- 2 common third-level spells (arcane or primal)
Etc.
Finally, because you'll be playing a wizard, I wouldn't discount taking arcane spells with your halcyon slots since they can be used spontaneously, ensuring you always have access to them -- you never know when you might need that emergency feather fall, or a true strike to hit that hidden sniper!