Author Topic: Arcane swordsage spell selection  (Read 4738 times)

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kharmakazy

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Arcane swordsage spell selection
« on: July 11, 2011, 01:28:37 AM »
All questions of brokenness aside, I am playing one.

My spells so far are:
4th level [Stone Shape]
3rd level [blacklight, shrink item, Snake's Swiftness - mass]
2nd level [Mountain Stance, glitterdust, baleful transposition]
1st level  [ shield, unseen servnt, magic missile, Silent image, expeditious retreat]

I've mostly been trying to stick to spells without saves, due to not having a casting attribute (don't ask) and being a level behind. But no schools are restricted.

I fight both melee and ranged with harpoons. (gestalted with warblade on the other side) And my role is primary melee/tank/battlefield control

Basically, What are some spells that don't have saves or that are buffs or utility spells on the wiz list that would be good to be able to cast repeatedly?
(Intentionally left off invis line and polymorph)

bobtheapple

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Re: Arcane swordsage spell selection
« Reply #1 on: July 11, 2011, 07:32:33 AM »
From here:

No Save
[spoiler]
1st-Level Spells:
o Hail of Stone[Earth] 1 round cast, Medium range Instantaneous duration - Rain of stone deals 1d4/lev damage (max 5d4) SpC.108
o Locate City (Divi) 1 round cast, 10 mile/level range, Instantaneous duration - Find nearest city RoD.166
o Rouse[Mind-Affecting] (Ench) 1 action cast, Close range, Instantaneous duration - Awakens creatures in area PH2.123

2nd-Level Spells:

3rd-Level Spells:
o Dispel Magic (Abju) 1 action cast, Medium range, Instantaneous duration - Cancels magical spells and effects. PHB.223
o Tenacious Dispelling (Abju) 1 action cast, Medium range, Instantaneous duration - As dispel magic, 2nd casting is more potent. CM.119
o Water to Acid[Water] (Trans) 1 action cast, Medium range, Instantaneous duration - Transforms 1 cu. ft./level of water into acid. SW.124

4th-Level Spells:
o Battlefield Fortification[Earth] (Trans) 1 round cast, Close range, Instantaneous duration - Create trench or berm. HoB.125
o Slashing Dispel (Abju/Evoc) 1 action cast, Medium range, Instantaneous duration - As dispel magic, but creatures take damage. PH2.125

5th-Level Spells:
o Waves of Fatigue (Necr) 1 action cast, 30 ft range, Instantaneous duration - Several targets become fatigued. PHB.301

6th-Level Spells:
o Dispel Magic, Greater (Abju) 1 action cast, Medium range, Instantaneous duration - Cancels magical spells and effects, +20 on check. PHB.223
o Move Earth[Earth] (Trans) Special cast, Long range, Instantaneous duration - Dig trenches and build hills. PHB.257
o Move Snow and Ice[Cold] (Trans) Special cast, Long range, Instantaneous duration - Digs trenches and builds hills in ice and snow. FB.102

7th-Level Spells:
o Waves of Exhaustion (Necro) 1 action cast, 60 ft range, Instantaneous duration - Several targets become exhausted. PHB.301

8th-Level Spells:

9th-Level Spells:
o Hindsight (Divi) 1 hour cast, 60 ft range, Instantaneous duration - You see into the past. SpC.114
o Unbinding (Abju) 1 round cast, 180 ft range, Instantaneous duration - Frees everyone from spells that constrains them. SpC.225
[/spoiler]

Special Save
[spoiler]
0-Level Spells:

1st-Level Spells:

2nd-Level Spells:
o Shatter[Sonic] (Evoc), 1 action cast, Close range, Instantaneous duration - Sonic vibration damages objects or creatures. PHB.278

3rd-Level Spells:
o Great Thunderclap[Sonic] (Evoc), 1 action cast, Medium range, Instantaneous duration - Causes stunning, deafness and knocks prone. SpC.107

4th-Level Spells:
o Fuse Sand[Earth] (Trans), 1 action cast, Close range, Instantaneous duration - Hardens sand and may trap creatures. SaSt.116
o Shout[Sonic] (Evoc), 1 action cast, 30 ft range, Instantaneous duration - Deafens all within cone and deals 5d6 damage. PHB.279

5th-Level Spells:
o Flaywind Burst[Air, Earth] (Evoc), 1 round cast, 60 ft range, Instantaneous duration - Cone deals 1d6/CL, knocks down. SaSt.115
o Miasma of Entropy (Necr), 1 action cast, 30 ft range, Instantaneous duration - Rot all natural material in 30-ft cone burst. SpC.141

6th-Level Spells:
o Otiluke's Freezing Sphere [Cold] (Evoc), 1 action cast, Long range, Special duration - Freezes water or deals cold damage, save 1/2 sometimes. PHB.258

7th-Level Spells:

8th-Level Spells:
o Shout, Greater[Sonic] (Evoc), 1 action cast, 60 ft range, Instantaneous duration -  Yell deals 10d6, stuns, damages objects. PHB.279

9th-Level Spells:
o Reaving Dispel (Abju), 1 action cast, Medium range, Instantaneous duration -  On a dispel, steal spell power and effect. SpC.169
o Iceberg[Cold] (Evoc), 1 action cast, Long range, Instantaneous duration -  Block of ice deals 20d6 and buries subjects. FB.101
o Meteor Swarm[Fire] (Evoc), 1 action cast, Long range, Instantaneous duration -  4 spheres deal 6d6 fire damage. PHB.253
o Prismatic Deluge (Evoc), 1 action cast, Medium range, Instantaneous duration -  Call down a prismatic effect over a wide area. CM.114
[/spoiler]
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Lycanthromancer

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Re: Arcane swordsage spell selection
« Reply #2 on: July 11, 2011, 02:42:26 PM »
If you can get cantrips and a ring of the darkhidden, No Light is as good as Blacklight if you have darkvision. It'll save you a 3rd level spell.
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The_Mad_Linguist

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Re: Arcane swordsage spell selection
« Reply #3 on: July 11, 2011, 03:30:05 PM »
Your first fifth level spell should be telekinesis.  It meshes well with your fighting style and is very versatile.
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PhaedrusXY

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Re: Arcane swordsage spell selection
« Reply #4 on: July 11, 2011, 04:01:09 PM »
If you can get cantrips and a ring of the darkhidden, No Light is as good as Blacklight if you have darkvision. It'll save you a 3rd level spell.
Actually, from the way it is worded, it looks like No Light is centered on a point in space, and is hence immobile. Blacklight is centered on the caster. I made this mistake with some of my earlier characters, before that was pointed out to me. No Light is still quite good for a cantrip, but not as good as Blacklight.
[spoiler]
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[/spoiler]

kharmakazy

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Re: Arcane swordsage spell selection
« Reply #5 on: July 11, 2011, 08:46:46 PM »
I like no light as a cantrip, but I built the character at level 7 and he has blacklight now.

Not sure how telekinesis benefits me since the options seem to A, have saves, B be mage hand, or C let me throw less things than a full attack.
Edit: Upon reading, I guess I could throw a bunch of weapons... not sure how damage would work however.

Thanks for the list, I'll have to pick through that, should save some time.

I guess I should say how I am doing spells, as it is relevant.

Spells are converted manuevers, which are supernatural abilities so no SR, AoO, etc. Casting times are the same as the spell as are durations.

Only get to change one spell out on even levels, as if it were a maneuver. (So swapping blacklight for a cantrip would be silly at this point)
« Last Edit: July 11, 2011, 08:48:29 PM by kharmakazy »

Lycanthromancer

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Re: Arcane swordsage spell selection
« Reply #6 on: July 11, 2011, 09:09:24 PM »
What you do with Telekinesis is, you use it on Colossal javelins or something. 15 attacks at a good amount of damage each.

You just have to find ways of carrying those javelins around with you.
[spoiler]Masculine men like masculine things. Masculine men are masculine. Therefore, liking masculine men is masculine.

I dare anyone to find a hole in that logic.
______________________________________
[/spoiler]I'm a writer. These are my stories. Some are even SFW! (Warning: Mostly Gay.)
My awesome poster collection. (Warning, some are NSFW.)
Agita's awesome poster collection.
[spoiler]
+1 Lycanthromancer
Which book is Lycanthromancer in?
Lyca ... is in the book. Yes he is.
 :D
shit.. concerning psionics optimization, lycan IS the book
[/spoiler]

kharmakazy

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Re: Arcane swordsage spell selection
« Reply #7 on: July 11, 2011, 09:20:59 PM »
I have shrink item at will, but I'm not sure how I could throw a colossal harpoon with it with only a "total weight of 25 pounds per caster level"

kharmakazy

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Re: Arcane swordsage spell selection
« Reply #8 on: July 11, 2011, 10:13:45 PM »
Apparently colossal weapons are only 16x heavier than normal... that is odd. Still can't throw 15 of them, but it's an interesting thought.

KellKheraptis

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Re: Arcane swordsage spell selection
« Reply #9 on: July 11, 2011, 10:16:41 PM »
Apparently colossal weapons are only 16x heavier than normal... that is odd. Still can't throw 15 of them, but it's an interesting thought.

You should be throwing empowered fire shuriken anyway, enarged to colossal :)
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The_Mad_Linguist

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Re: Arcane swordsage spell selection
« Reply #10 on: July 11, 2011, 10:24:53 PM »
Also note that you can lift/fling yourself or allies with telekinesis, so it's a decent method of distance travel/ obstacle overcoming, although a couple of levels of master of the unseen hand certainly help with that.

And being able to perform combat maneuvers without any risk of reprisal is pretty cool, too.

As is, you can move yourself level*10 feet in any direction as a standard action, which is nice.
« Last Edit: July 11, 2011, 10:35:06 PM by The_Mad_Linguist »
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kharmakazy

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Re: Arcane swordsage spell selection
« Reply #11 on: July 11, 2011, 10:34:52 PM »
I should note that fire and acid spells are pretty much out due to my character having regen 1 (fire/acid) and a phobia of said things to pay for it.

The_Mad_Linguist

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Re: Arcane swordsage spell selection
« Reply #12 on: July 11, 2011, 10:36:29 PM »
I should note that fire and acid spells are pretty much out due to my character having regen 1 (fire/acid) and a phobia of said things to pay for it.
Electricity substitution works for that.
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kharmakazy

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Re: Arcane swordsage spell selection
« Reply #13 on: July 12, 2011, 03:42:35 AM »
I'm not sure how.. seeing as how I don't know any actual spells, and I don't have any spell slots.