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DIR Return to: Amara Shael
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#Post#: 33--------------------------------------------------
Spell Book v2.0
DIR By: Amara Shael
Date: February 25, 2018, 1:38 pm
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Working in my new spell list due to the changes in the rules at
the 2018 EH meeting. This is currently what I am thinking about.
Implement
Heal Limb
Raise Dead
Armored Cloak
Circle of Healing
Group Healing
Raise Dead
Combat Raise Dead
Regeneration
Seed of Life
Implement
Guidance
Fortune
Seance
Vision
#Post#: 34--------------------------------------------------
Re: Spell Book v2.0
DIR By: ChampionMouse
Date: February 25, 2018, 6:16 pm
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You could still go alchemy if you wanted to. It's similar to
regionals now from what I gather, so it hasn't been completely
removed from the game. Up to you of course, I just wanted to
make sure you had the information.
#Post#: 35--------------------------------------------------
Re: Spell Book v2.0
DIR By: Amara Shael
Date: February 25, 2018, 8:42 pm
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Yes, I have looked at the new system for potions. Saddly with
the cost of combat raise dead being 4 points and only getting
one potion for that amount it seems smarter to change to the
above build.
With this build I will have unlimited raises, more healing
options and a regen to keep myself alive.
I will just have to work Amara herbalism into the verbal and
roleplay.
#Post#: 40--------------------------------------------------
Re: Spell Book v2.0
DIR By: ChampionMouse
Date: February 26, 2018, 1:59 pm
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So I made an alternate build for you to check out:
Pool: Ghost Blade
2nd: Group Healing
3rd: Raise Dead
4th: Armored Cloak
5th: Circle of Healing
2nd: Heal Limb
3rd: Raise Dead
4th: Combat Raise Dead
5th: Circle of Healing
6th: Seed of Life
Pool: Immunity to Poison
2nd: Guidance
3rd: Fortune Tell
4th: Combat Raise Dead
5th: Regeneration
Notes:
I added Ghost Blade to your list of spells because if you're
going to be casting healing, you're going to get really tired of
having to hand off your weapon every time you want to cast a
slow raise.
I added Immunity to Poison because I thought that was a good
spell opportunity for you to add in some of Amara's herbalism
RP.
I added two learnings of Circle of Healing. If you're already
carrying around the rope anyway for Group Healing, this spell is
a wonderful boon to healers in certain situations, and I think
it would give you a huge capabilities boost.
I took out Séance and Vision because I wanted to concentrate on
the other aspects of your character. From what you've talked
about, healing and herbalism are her priorities while the
Fortune Telling etc. are just secondary aspects. That being
said, Guidance and Fortune Tell are still in there so you can
ultimately RP it up and still use it on quests as you see fit.
Obviously these are just suggestions, and you are completely
free to take them or leave them as you see fit. It is ultimately
all up to you on how you want to play your character, and what
style of game play brings you the most fun! ^.^
#Post#: 41--------------------------------------------------
Re: Spell Book v2.0
DIR By: Amara Shael
Date: February 26, 2018, 2:50 pm
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I will be honest, looking over your list makes me feel a bit
silly for forgetting about the Ghost Blade spell so I will be
keeping that in forsure. In fact I thinking of keeping most of
it but changing out Immunity to Poison for Implement so that I
don't need to lay in my back to get Armored Clock back in. I
have found that trying to find a good place to do that in fights
or RP tends to be hard.
#Post#: 42--------------------------------------------------
Re: Spell Book v2.0
DIR By: ChampionMouse
Date: February 26, 2018, 5:15 pm
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Hehe. No worries. That's what we're here for. As for the
implement/armored cloak thing, that's totally fair. It can get a
little dicey out there.
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