Psyren
2013-10-10, 08:11 AM
The vestige in question is Jayna Warlock. Though she doesn't scale quite as well, I think she could potentially be the Zceryll of this system.
I also pulled out all the supernatural spells she gives you below.
1st-4th:
Air: 0th—Message; 1st—alter winds, feather fall, shocking grasp; 2nd—elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, summon monster II, whispering wind; 3rd—cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, lightning bolt, protection from energy, wind wall; 4th—ball lightning, detonate, dragon's breath, elemental body I, river of wind, shout, summon monster IV.
Earth: 0th—acid splash; 1st—expeditious excavation, grease, stone fist; 2nd—acid arrow, create pit, elemental speech, elemental touch, glitterdust, resist energy, shatter, stone call, summon monster II; 3rd—draconic reservoir, elemental aura, protection from energy, shifting sand, spiked pit, stinking cloud; 4th—acid pit, calcific touch, detonate, dragon's breath, elemental body I, stone shape, stoneskin, summon monster IV.
Fire: 0th—spark; 1st—burning hands, dancing lantern; 2nd—burning gaze, elemental speech, elemental touch, fire breath, flaming sphere, pyrotechnics, resist energy, scorching ray, summon monster II; 3rd—campfire wall, draconic reservoir, elemental aura, fireball, flame arrow, protection from energy; 4th—detonate, dragon's breath, elemental body I, fire shield, fire trap, firefall, summon monster IV, wall of fire.
Water: 0th—ray of frost; 1st—hydraulic push, obscuring mist, touch of the sea; 2nd—accelerate poison, elemental speech, elemental touch, fog cloud, resist energy, slipstream, summon monster II; 3rd—aqueous orb, draconic reservoir, elemental aura, hydraulic torrent, protection from energy, sleet storm, water breathing; 4th—detonate, dragon's breath, elemental body I, ice storm, solid fog, summon monster IV, wall of ice.
Wood: 0—light; 1st—alter winds, animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds, tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco;
Metal: 0th—mending; 1st—gravity bow, magic weapon, shocking grasp; 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel; 3rd—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon; 4th—malfunction, shout, stoneskin.
Void: 0th—guidance; 1st—gravity bow, keen senses, shield, true strike; 2nd—continual flame, haunting mists, invisibility, masterwork transformation, see invisibility, share memory; 3rd—arcane sight, clairaudience/clairvoyance, dispel magic, nondetection, seek thoughts, call the void, twilight knife; 4th—minor creation, moonstruck, wandering star motes
5th (Capstone Empowerment - happens when you ace your binding check):
Air: 5th—elemental body III, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster V
Earth: 5th—elemental body III, hungry pit, passwall, planar adaptation, planar binding, lesser, summon monster V, transmute mud to rock, transmute rock to mud, wall of stone
Fire: 5th—elemental body III, fire snake, geyser, planar adaptation, planar binding, lesser, summon monster V
Water: 5th—cloudkill, cone of cold, elemental body III, geyser, planar adaptation, planar binding, lesser, summon monster V
Wood: 5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond;
Metal: 5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
Void: 5th—fabricate, major creation, mind fog, telepathic bond, teleport;
Like I said, I'm going through all these so I can make a determination on which is the best element to choose overall, but I'm open to suggestions.
Wandering star motes is pretty hilarious, but making it supernatural doesn't add THAT much to it.
Ha! See, I never read that spell before today :smallbiggrin:
Hmm... I would say bypassing SR and having a scaling DC is a pretty big deal for a spell with that many saves and targets. Plus the mind-affecting tag isn't as painful in PF. But lots of saves is bad too.
Saidoro
2013-10-10, 09:28 AM
Here's the spirit in question (http://www.d20pfsrd.com/magic/variant-magic-rules/binding-spirits/spirits/jayna-warlock). It's important to note that she can only be used to access on school at a time and that any non-instantaneous effect she creates has its duration reduced to 4 rounds.
Void is going to be the clear winner for general use. It has the best wall, the best elemental fury and its spells just have far more versatility than any of the others. Most problems can be solved with sufficiently imaginative use of at will fabricate and teleport, and its direct combat spells are pretty good to with gems like wandering star motes and Dispel Magic. Air can be bit better than void if your goal is just to ruin some single living thing's day, suffocation is pretty deadly. Earth and Water both have significantly more versatile(read:better) battlefield control than void with their clouds and walls and pits, if no one else in the party is covering that they become the obvious choice. Fire is useless, never pick it. Wood and Metal don't do much the others don't given the reduced durations, most of their best spells are long term buffs or things that other schools already get. All of the classical elements also have access to summon monster V, which does a lot for their versatility out of combat but isn't that great as a combat ability by the time you get it.
In terms of what you can do in down time there are three main things to know: Void gives teleport, fabricate, masterwork transformation and continual flame all of which are powerful workhorse effects which get even better if your GM rules that as supernatural abilities they don't require expensive spell components. Wood also has fabricate and backs it up with plant growth, sending and whispering wind. It's less useful in general, but amazing for those times when you really need to talk to someone far away(or those times when you want to increase the agricultural output of an entire continent by a third inside of one day). And all of the classical elements have access to Lesser Planar Binding, which can do amazing things when combined with magic circles off of scrolls or friendly spellcasters(Or maybe some convenient spirit, I've never gone through them in detail). Occultists have good charisma, access to magical means of control, and fluff which practically begs you to spend your downtime calling up outsiders and binding them into service.
Hope this helps.
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