
Gortle |
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I've been really impressed with the new spells in Rage of Elements. It is 95% arcane and primal. These are my highlights:
Best Spells
Rust Cloud good damage in a burst (1/2 a point under fireball) but conceals your targets. Which should be a disadvantage. But not much, as you can prepare by taking Blindfight or Goz Masks so you don’t take the concealment penalty. But where it is really strong is the damage area continues for a minute and triggers on start of turn so your enemies can’t avoid it if you push them back in. You do have a wrestler on your team don't you?
Personal Ocean your own personal swimming pool. A nice defensive buff. Especially good if for some reason you have a high swim speed. Here are the rules for Aquatic combat. A lot of enemies are going to be -2 to hit you. Personally I want to wild shape into a sea serpent then zoom around raking enemies with this .
Cave Fangs fireball piercing damage plus difficult terrain that lasts for a minute.
Field of Razors damaging terrain. Yes I do like the forced movement game
Shock to the System brings someone back from the dead who just died. They are hasted. Finally a revivify type spell.
Heatvision a new PRECISE sense.
Cantrips
There are some rivals for Electric Arc: an area of effect damage cantrip with Timber, a two target damage cantrip Slashing Gust. People are probably going to prefer Electric Arc still but these cantrips are getting closer.
Plus a damage cantrips for Divine casters with Needle Darts. Everyone else gets it too.
A shield cantrip for primal casters - Glass Shield
Elemental Counter enables counterspelling an elemental spell with another spell slot. Which leads on to -
Reactions
So many good reaction spells. Obviously for when you have few encounters in a day and you probably wouldn't do them out of your top slots but these really get the effects out fast.
Cloud Dragon's Cloak missed me.
Wooden Double negate most of a critical hit.
Brine Dragon Bile extra damage to an allies attack.
Blastback fall into a Blazing Dive. Definitely some manoeuvres and special entry techniques you could do with this.
Propulsive Breeze extra movement.
Interposing Earth create a shield that lasts a bit.
Zephyr Slip can't touch this.
Long Running Buffs
Thermal Remedy temporary hit points for the party.
Entwined Roots party damage resistance.
More Debuffs for Primal Casters to use
Coral Scourge clumsy and slow.
Frost Pillar save or be restrained. Very useful. Certain types of creatures will need an ally to get themselves out. For others it will waste a round or two.
Grasp of the Deep ranged grapple with modest damage. Just stay there thanks.
Grasping Earth ranged area grapple.
Pressure Zone long range, good area, short term clumsy debuff. Great if you have a horde coming at you.
Immunities
These have always been very restricted so far. but now you can get quite a range
Ferrous Form a lot of immunities like you were a construct, including healing unfortunately. None the less you should be able to exploit this. This is not a battle form, you can still cast, plus you get physical resistance as well.
Glass Form is just weird you'll have to check it out. Useful if you want to be permanently concealed so you can hide even in plain sight, or if you are being tracked by scent and very certain damage types but not others.
There is a lot more. I have updated my full Spell Guide. It is aimed at general adventuring with spontanteous not prepared casters. I am still yet to update some of my secondary comments. Feedback about spells is most welcome.

Gortle |

Do you think with the additions of these spells, a wizard or sorcerer who takes the elementalist class archetype would feel like they have a good variety of magic to use?
It does have a better selection of spells than it used to. But my main criticism remains the same - the elementalist doesn't get slow, fear, heal, chain lightning and haste. Why would I want it?

Squiggit |
3 people marked this as a favorite. |

Man, Elementalist not getting chain lightning is so goofy.
... I feel like the problem with Elementalist is still mostly the same, in that most of the stuff it does is already on the arcane and primal list. Elementalist is much stronger now, but it's stronger... with new arcane and primal spells.
Elementalist would have been a much more interesting archetype if Occult and Divine casters could take it, since even if it's worse it would at least be meaningfully different.

Ravingdork |

The new RoE spells are totally amazing. They seriously supercharged my earth sorcerer:
Yiankun Lee, the Stone Child (NG female wildwood halfling miner sorcerer 17).
She is so much more fun and on-theme now!

aobst128 |
Man, Elementalist not getting chain lightning is so goofy.
... I feel like the problem with Elementalist is still mostly the same, in that most of the stuff it does is already on the arcane and primal list. Elementalist is much stronger now, but it's stronger... with new arcane and primal spells.
Elementalist would have been a much more interesting archetype if Occult and Divine casters could take it, since even if it's worse it would at least be meaningfully different.
This. Elementalist flame oracle could have been great.

Deriven Firelion |

Wooden Double is nice. Even a barbarian can use it. Super nice defensive spell with just manipulate as the trait.
Barbarian hard to dual class with a caster. I hope to see more spells they can use or some feat better than Moment of Clarity of an upgrade to Moment of Clarity to make a good Bloodrager.

Xenocrat |

Exploding earth has great single target damage for an attack spell even though it's technically an aoe. The splash damage affects the initial target so it effectively scales with +3d6 per spell level on a hit. I think that's 29d6 heightened to 10th level?
No, it only heightens every two spell ranks, not every spell rank.
At rank 10 it does 12d6 plus 5d6 splash.

aobst128 |
aobst128 wrote:Exploding earth has great single target damage for an attack spell even though it's technically an aoe. The splash damage affects the initial target so it effectively scales with +3d6 per spell level on a hit. I think that's 29d6 heightened to 10th level?No, it only heightens every two spell ranks, not every spell rank.
At rank 10 it does 12d6 plus 5d6 splash.
I got so used to looking at impulse heightened entries that I translated (+2) to plus 1 spell level lol.