| Gortle |
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Wow I have been really impressed by the number of good new spells in this book.
My thoughts about the best and most new effective spells for levels 1-3. Looking forward to your thoughts.
Ignite Fireworks for area of effect dazzle
Impeccable Flow just because is sounds good
Magnetic Attraction for a lot of ranged disarms
Warrior's Regret the pacifists attack.
Ooze Form some amazing immunites and druids don't get it, occultist and arcane do!?! Check out the subtle wording change to damage bonus.
Organsight how to use your medicine in attack.
Roaring Applause a very good slow spell that combos with attack of opportunity to become very deadly
Rouse Skeletons the necromaners answer to Flaming Sphere
Summon Lesser Servitor a decent low level summon for good divine casters
Inner Radiance Torrent getting errated already its so good.
Instant Armor so not so exciting but it is useful
Biting Words get 3 bites at the cherry
Scorching Ray just nice that its here
Thundering Dominance sonic attack for your companion
Envenom Companion I don't need to describe this
Wall of Water because it will always cost them an extra action to cross.
Blazing Dive yeah I know its not super powered, but it feels that way. It is just so spectacular and cinematic
So many reaction spells. I don't think these are value for a slot. But they are very good action economy at higher levels when you can afford to use low level slots for more offense.
Shadow Projectile damage and flatfooted as a reaction
Shift Blame way too much fun
Lose the Path you can use another action to get here ...
Just for Summoners
Summoner’s Precaution
Old_Man_Robot
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Blazing Dive is an instant favourite. You don’t even need to use it offensively, as it has utility function as an emergency 60ft flight at 3rd level. The damage on top of that and I can see myself playing a Magus who opens combats with a Blazing Dive into Arcane cascade.
While not in SoM, Airburst, from Kindled Magic, deserves a shoutout. A single action spell that can do a lot of repositioning work. I could see myself putting it on an Air themed stave along with Blazing Dive and just having a good old time.
| Kyrone |
It's not meta or anything but I really like Flame Wisp, some small extra fire damage to your Strikes and the recharge of wisps is really cool, strike a creature and fireball another group.
Oneric Mire is a difficult terrain spell that can also give circumstance speed penalty, casting it between you and an enemy makes them use a lot of actions. Basically a mental web spell but longer range and area.
| Gortle |
It's not meta or anything but I really like Flame Wisp, some small extra fire damage to your Strikes and the recharge of wisps is really cool, strike a creature and fireball another group.
It's nice, its not a huge amount of extra damage. Magus maybe?
Oneric Mire is a difficult terrain spell that can also give circumstance speed penalty, casting it between you and an enemy makes them use a lot of actions. Basically a mental web spell but longer range and area.
This one I also liked as one of very few primal spells with a will save. but yes its basically a web.
| cavernshark |
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I have a Necromancer wizard (Dhampir) in an Abomination Vaults game who just hit level 5. He's got a heavy emphasis on medicine with Risky Surgery and Forensic Medicine skill feats.
I will be 100% be picking up Organsight. I was planning to pair it with Telekinetic Projectile, but Rouse Skeletons also has good synergy while being an area attack.
| Ravingdork |
Warding aggression is one of the best I found.
It allows any combatant character ( provided a dedication which allows him to cast the spell ) to "tank" the boss.
ps: This obviously doesn't mean the boss will go on him, but if he were to, the target would benefit from a really high AC.
Works well with true strike too I hear.
| HumbleGamer |
HumbleGamer wrote:Works well with true strike too I hear.Warding aggression is one of the best I found.
It allows any combatant character ( provided a dedication which allows him to cast the spell ) to "tank" the boss.
ps: This obviously doesn't mean the boss will go on him, but if he were to, the target would benefit from a really high AC.
I agree.
About warding aggression failure effect, which gives a +1 status AC against that foe, would this spell part
Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee Strike.
end at the end of the turn the character cast the spell and missed the enemy ( failure effect )?
| Paradozen |
Protector Tree looks fun to me. It compares well with Shattering Gem IMO. Doesn't have a flat-check activation, provides more HP, and has better range, but isn't mobile, doesn't damage enemies, and doesn't work in some terrain. I feel like creating a permanent tree after the duration expires has some shenanigan potential, but I can't think of anything at the moment.
| Gortle |
Protector Tree looks fun to me. It compares well with Shattering Gem IMO. Doesn't have a flat-check activation, provides more HP, and has better range, but isn't mobile, doesn't damage enemies, and doesn't work in some terrain. I feel like creating a permanent tree after the duration expires has some shenanigan potential, but I can't think of anything at the moment.
I am sure Druids are going to have a lot of fun with it.
| breithauptclan |
Kyrone wrote:It's nice, its not a huge amount of extra damage. Magus maybe?It's not meta or anything but I really like Flame Wisp, some small extra fire damage to your Strikes and the recharge of wisps is really cool, strike a creature and fireball another group.
My Android Fervor Witch with Elemental Betrayal and a Flaming shortbow really wants this spell. It is off-tradition though.
| Gortle |
I like elemental annihilation wave as just "screw everything in front of me"
My thoughts on elemental annihilation wave were its not quite doing enough damage - area is good though.
But the weaknesses/ resistances/ immunities situation is going to be a mess.| Falco271 |
Flame Wisp is good against things weak to fire, should count as a separate instance of fire damage on the strike even if you have a flaming rune. RIP frost giants.
Sounds like fun on my flurry ranger who has trick magic item and Nature and WIS maximized. As a third level wand there is no failure chance, 2d4 on 4 or 5 attacks (hasted) extra with a MAP between 0, -4). More dice, more dice!
| Dubious Scholar |
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Flame Wisp is good against things weak to fire, should count as a separate instance of fire damage on the strike even if you have a flaming rune. RIP frost giants.
Flame Wisp seems very good for a magus, since they can easily keep reloading it with Spellstrike to get a lot of value out of a single slot.
Horizon Thunder Sphere is great - it starts slightly behind Shocking Grasp (on non-metal targets) and eventually outscales it, except it has actual range. For 3 actions you get half damage on miss (but not critical miss), which is unique among all attack spells and boosts the expected damage a lot. For the two round version it becomes a fireball on top of that.
Elemental Annihilation Wave is definitely the weakest of the charge spells. It suffers split damage with awkward types, and then the charge effect is a bit lacking in oomph (though it does have its uses). Cones of that size with that long cast time are just begging for friendly fire too.
Blazing Dive is a great opener for a Magus I feel, yes - engage and nuke for one spell, priming Cascade. The utility is wonderful in it. Also, it's very anime (well, toku) and I love how many silly over the top spells are in this book.
| Xenocrat |
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Xenocrat wrote:Flame Wisp is good against things weak to fire, should count as a separate instance of fire damage on the strike even if you have a flaming rune. RIP frost giants.Flame Wisp seems very good for a magus, since they can easily keep reloading it with Spellstrike to get a lot of value out of a single slot.
A magus can trigger weakness to fire three times on one strike: produce flame via spellstrike, flame wisp trigger, and a flaming rune on the weapon. Combine with Elemental Betrayal from a witch or Wish Twisted Form from a genie sorcerer on enemies that don't already have weakness to fire.
Other spells I like in this level range:
Concordant Choir for flexible sonic damage for divine/occult. Single action scales better than Magic Missile (albeit with a basic Fort save), and you can make it sonic weak small fireball with 2 actions or sonic weak big fireball with 3 actions.
Distracting Chatter is good rogue support against casters, flatfooted for 1 round even on a save, and flat check to cast verbal components.
Gravitational Pull is crazy good forced movement for a 1st level spell. You can single action pull someone 10' towards you (combine with a different spell creating a hazard to pull them into the same round) or two action cast to pull them 20'. Best yet, you can three action cast to pull up to 5 creatures 10' closer, mess up people flanking your front line or pull your allies closer if they need it.
Gravity Well kind of does the same thing at range, except you move them a little even on a successful save.
Pocket Library for extra information on critical recall knowledge checks. Cast in advance, no additional action cost in combat except the regular one.
Time Jump for a get into/out of jail free card.