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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709474" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong><u><u>Epic Evocations</u></u></strong></span></p><p></p><p><strong>Level 22 Utility</strong></p><p>[sblock]</p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u>Medicine of Many forms is an easy choice, with spirits of recovery right behind it. Encounter minor action with a couple of different effects for allies to chose from: saving throw, temphitpoints, or spend a surge. Spirits of recovery is fairly similar minor action with a save in close burst + temp hitpoints if they make it. Bounty of Life is a good daily regen power.</p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><u><span style="color: #993300"><u>Daily</u></span></u><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><strong><span style="color: #0000ff">Bounty of Life</span></strong></p><p><strong></strong>Regeneration 5 for allies, 10 while bloodied. Best daily healing power.</p><p></p><p><span style="color: #800080">Call the Dead</span> Standard action to revive your nearby dead allies and they spend a surge. Natural Rebirth is similar, in an encounter power, has better range, a minor action, and is surge free healing. Spirit of the world healer is better too and I don't even like that one that much. This is good for after the battle, but other powers are overall better and I would take something like Bounty of Life first so allies are less likely to die to begin with.</p><p></p><p><span style="color: #800080">Doorway To the Spirit World</span> You and allies are insubstantial while in a burst 1 that can't be moved.</p><p><span style="color: #800080"></span></p><p><span style="color: #800080">Life and Death Struggle</span> (D372) Allies can spend a surge and creates zone where allies get bonuses to death saves and enemies can not heal. The effect against enemies is nice, but just spending a surge is not that great.</p><p></p><p><span style="color: #800080"><strong>Sand Summons</strong></span> (DS) Teleport allies near SC and creates difficult terrain for the encounter.</p><p></p><p><span style="color: #0000ff">Spirit of the Cunning General</span> (PP) When allies near your SC miss all targets with action point attacks they get to reuse the action points that encounter. There are action point abuses to be found in this.</p><p></p><p>Spirit of the World Healer Ally gets all of their hitpoints back as a minor.</p><p></p><p><span style="color: #800080">Spirit Realm</span> (PP) This replaces your SC with a burst 3 zone that treats all areas of the zone as if they were next to your SC or within range of your SC. You must sustain the zone and you can't use call spirit companion while the zone is there. You better have a lot of non SC ways to attack and probably some non SC dailes if you want this power, so a few builds could use it.</p><p></p><p><span style="color: #993300"><u>Encounter</u></span></p><p></p><p><span style="color: #00ccff">Medicines of Many Forms</span> (PP) Each ally in large blast can spend a surge, make a save or get 20 temp hp. Probably most consistently useful power of level.</p><p></p><p><span style="color: #0000ff">Natural</span></p><p><span style="color: #800080">Rebirth</span> (PP) Dying ally gets to heal as if they spent a surge and is immune to restain, slow, or immobilize. If your party has a bunch of ressurection effects from their epic destinies you might not get much use out of this at later epic levels. Otherwise it is a useful choice.</p><p></p><p><span style="color: #0000ff"><strong>Spirits of Recovery</strong></span> (PP) Allies in close burst make saves, if they succeed they get temp hitpoints. I could see taking this instead of medicine of many forms. They both have the same area, but this is burst instead of blast and potentially combines 2 benefits.</p><p>[/sblock]</p><p></p><p><strong>Level 23 Encounter</strong></p><p>[sblock]</p><p><strong><span style="color: #008000">Recommended powers:</span><span style="color: #993300"></span></strong></p><p><strong><span style="color: #993300"></span></strong><span style="color: #008000"><strong>Panther:</strong></span> Mighty Spirit Leap</p><p><span style="color: #008000"><strong>Bear:</strong></span> Call to the Primal Protector or Spirit of the Ram</p><p><span style="color: #008000"><strong>Eagle:</strong></span> </p><p><strong><span style="color: #008000">Worldspeaker:</span></strong></p><p><strong></strong>Spirit of the Vengeful Mountain</p><p><span style="color: #008000"><strong>Animist:</strong></span></p><p><span style="color: #008000"><strong>Any:</strong></span> Spirit of the Ram, Spirit of the Vengeful Mountain, Blood Red Bonds, Call to the Primal Protector, Beguiling Call</p><p></p><p><u><span style="color: #993300"><u>Personal</u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><strong>Spirit of the Death</strong></p><p><strong>Raven</strong> Vs will for <strong>psychic</strong> damage. Highest direct damage power and if the target is hit by a noncrit attack you can try to turn it into a crit with a D20 roll of 15+.</p><p></p><p><strong>Twin Tempest Spirits</strong> 2 attacks vs reflex for<strong> lightning</strong> and <strong>thunder</strong> damage. If you hit you can teleport allies away from your SC.</p><p></p><p><span style="color: #993300"><u>Spirit</u></span></p><p></p><p><strong><span style="color: #800080">Behemoth's </span><span style="color: #ff0000">Club</span></strong><span style="color: #ff0000"></span></p><p><span style="color: #ff0000"></span>(D383) The attack part is not very good and only works against large targets (which is odd). The only thing that prevents this from being completely <span style="color: #ff0000"><strong>red</strong></span> is that it makes your SC large for a turn, so some non great elder's might want it. Probably worst power overall this level.</p><p></p><p><span style="color: #800080"><strong>Boulder Smash</strong></span> (DS) <strong>A</strong> close burst vs fort that targets enemies. Damages and knocks prone. SC disappears. Animists create difficult terrain that goes away when you recall SC. You have better close powers this level.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span><span style="color: #0000ff"><strong>Beguiling Call </strong></span>(D387) Close burst 2 vs will Pulls and dazes targets and dismisses the companion. Spirit of the vengeful mountain has more targets and usually a better effect since a lot of enemies are teleporting in epic, but this is still a multitarget dazing power (shamans only have 3 encounter powers that daze and only one other is multitarget) and can lump up enemies well.</p><p><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"><strong>Blood Red Bonds</strong></span> (PP) vs reflex. Enemies take a -4 to defenses while adjacent to your SC. If enemy starts turn next to SC, but moves away you can send SC after him.</p><p></p><p><strong><span style="color: #0000ff">Call to the Primal Protector</span></strong></p><p><strong><span style="color: #008000">B</span></strong> Vs reflex for some damage and allies next your SC take half damage. Protectors also give out temp hit points 5+con.</p><p></p><p><strong><span style="color: #800080">Call to the Relentless Hunter</span></strong></p><p><strong><span style="color: #008000">P</span></strong> vs fortitude and when your allies next to SC miss with an encounter or at will power they do d10 damage, stalkers add their int to that number. This is not bad, but mighty spirit leap is better.</p><p></p><p><strong>Eagle's Aerie</strong> (PP) <strong><span style="color: #008000">E</span></strong> Close burst 3 centered on spirit vs fortitude for low damage. You slide targets, plus they grant CA. Watchers targets can't get cover. Potentially most targets of any power this level along with spirit of the vengeful mountain, but that power is better most of the time.</p><p></p><p><strong><span style="color: #0000ff">Mighty Spirit Leap</span></strong> (PP) <span style="color: #008000"><strong>P</strong></span></p><p><span style="color: #008000"></span>Up to three seperate attacks vs reflex. After each attack you get to move your SC your move speed. For each hit you roll d6 and allies get to add the total of this to their damage while next to SC. Stalkers also add int bonus to ally damage. Conservatively that is around a +15 average bonus to damage for stalker allies.</p><p></p><p><span style="color: #00ccff"><strong>Spirit of the Ram</strong></span> (PP) <span style="color: #008000"><strong>B</strong> </span>Allies in close burst 2 near SC can charge with a +4 bonus to hit, +5 bonus to damage and a push 3. Protector allies push 2+ con mod.<span style="color: #008000"> </span>This is the most party dependent power of level and is great for parties with multiple charging based characters, but not very useful for non charging focused parties.</p><p></p><p><strong><span style="color: #0000ff">Spirit of the Vengeful Mountain</span></strong> (PP) <span style="color: #008000"><strong>W</strong></span></p><p><span style="color: #008000"></span>Close burst 3 centered on SC vs ref. Targets are restrained and can't teleport, with world speakers giving an insane attack bonus against the targets = to their con mod (plus restrained means they grant CA). <span style="color: #00ccff">Worldspeakers</span> should definitely take this power and other builds should look at it. My vote for best overall power of level after spirit of the ram.<span style="color: #008000"></span></p><p><span style="color: #008000"></span>[/sblock]</p><p></p><p><strong>Level 25 Daily</strong></p><p>[sblock]</p><p><u><span style="color: #993300"><u>Personal</u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><span style="color: #0000ff"><strong>Huntmaster's Horn</strong></span> (PP) Party friendly vs will blast 5 that does <strong>psychic</strong> damage and immobilizes (save ends). Miss slows (save ends). For rest of encounter allies in blast get power bonus to damage keyed off int mod. And have ca against sowed or immoblized targets and get CA against those enemies. Int like this because of the int damage and world speakers have lots of ways to slow immobilize, but your allies should be getting CA faily easily by now.</p><p></p><p><strong>Iron Born Spirit</strong> vs fort ranged power that damages and immobilizes (save ends) target. Creates a burst 5 zone that gives your allies a +2 power boost to AC and negates forced movement for the encounter.</p><p></p><p><span style="color: #0000ff"><strong>Peacemaker's Lodge</strong></span> (PP) blast vs will for <strong>psychic</strong> damage and dazes. Creates sustainable zone where creatures take penalties to attack = to your con mod. Allies next to SC do not suffer this penalty. Risky power, but nice debuff for worldspeakers and protectors.</p><p></p><p><span style="color: #00ccff"><strong>Spirit of the Laughing Wanderer</strong></span> ranged vs will <strong>psychic</strong> and the target is stunned (save ends). After effect other enemy is stunned (save ends). By this point you should probably have some way to make that save pretty hard. A miss is similar but, dazed and slow (save ends) then other enemy daze and slow (Save ends).</p><p></p><p><span style="color: #800080"><strong>Spirit of the World Serpent</strong></span> Strange ranged power vs reflex that has a bunch of save ends effects centered around the target getting knocked prone and then taking damage when it stands up. Other single target powers are better.</p><p></p><p><strong><span style="color: #0000ff">Stormhawk's Gambit</span></strong> (PP) blast vs will for damage. Target is slowed (save ends) and flying creatures crash. Allies within 5 of your SC can fly and hover for the encounter, which is the main reason to take it.</p><p></p><p><span style="color: #0000ff"><strong>Sunder Spirit</strong></span></p><p><span style="color: #0000ff"></span>(PP) range vs will for <strong>necrotic </strong>damage and knocks unconscious (save ends). Potential save or die for enemies if they fail 3 saves. Allies heal while next to unconsious enemy if it fails saves. Bloodied allies heal if next to your SC. If you have any save penalty boosts this is <span style="color: #00ccff"><strong>sky blue </strong></span>and best single target power of level.<span style="color: #00ccff"></span></p><p><span style="color: #00ccff"></span></p><p><strong>Western Wind of Storms</strong> blast vs reflex that does <strong>lightning</strong> damage and lets you teleport targets and allies even if you miss.</p><p></p><p><span style="color: #993300"><u>Spirit</u></span></p><p></p><p><strong>Caustic Rain </strong>(DS) close burst 2 vs fort that targets all in area. <strong>Acid</strong> damage and ongoing penalty to defenses and acid damage. SC disappears. Creates sustainable zone that is lightly obscured and deals acid damage to creatyres that end up in the zone. If zone kills non-minion ally can spend surge.<span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong></strong></span><strong>Spirit of Destruction</strong><span style="color: #0000ff"></span></p><p><span style="color: #0000ff"></span>(D387) Spirit gains DR 10 and gets an at will power with range melee spirit 3, that pushes, knocks prone and does decent damage. </p><p></p><p><span style="color: #00ccff"><strong>Spirit of the Brain Mole</strong></span> (D383) vs will for psychic damage and the target is <span style="color: #00ccff"><strong>dominated</strong></span> (save ends) on a hit and makes a basic attack of your chosing on a miss. Your spirit disappears, but nothing explicitly says you can't bring it right back.</p><p>[/sblock]</p><p></p><p><strong>Level 27 Encounter</strong></p><p>[sblock]</p><p>Unfortunately shamans don't have really good enabling this level like most other leaders do. If you haven't taken spirit of the ram or boar's toss yet and they work for your party I would consider taking one those this level. If you have those powers than you still might look at some earlier level powers for your build. Conquering storm spirit produces OAs when the enemy attacks so that can be good if someone in your party is dominating. Immolating spirit is not that great but its enabling too. Spirit of elder wisdom potentially recharges ally encounter attack powers and call to the great hunter hands out a nice bonus to attacks. Warthane Ally is a good fit for a party with a lot of essentials style allies like slayers.</p><p></p><p><strong><span style="color: #008000">Recommended powers:</span><span style="color: #993300"></span></strong></p><p><strong><span style="color: #993300"></span></strong><span style="color: #008000"><strong>Panther:</strong></span> Blood Reaper Spirits</p><p><span style="color: #008000"><strong>Bear:</strong></span> Call to the Cleansing Fire or Forcing the Threat</p><p><span style="color: #008000"><strong>Eagle:</strong></span> Hunter in the Sky</p><p><span style="color: #008000"><strong>Worldspeaker:</strong></span> Conquering Storm Spirit</p><p><span style="color: #008000"><strong>Animist: </strong></span>Immolating Spirit</p><p><span style="color: #008000"><strong>Any:</strong></span> Conquering Storm Spirit, Spirit of Elder Wisdom, Call to the Great Hunter</p><p><u><span style="color: #993300"><u><strong></strong></u></span></u></p><p><u><span style="color: #993300"><u><strong>Personal</strong></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u></p><p><u><span style="color: #993300"><u></u></span></u><strong>Blood Reaper Spirits</strong></p><p><strong><span style="color: #008000">P</span></strong> Three medium ranged attacks vs fort and you can direct all the attacks at one target so its a good striker power for hybrid shamans. Your allies do 2 extra damage while next to your SC for each one you hit. Stalkers add their int mod to this damage, so that should be about an extra 8 by this point and its the only stalker specific power of the level for a potential bonus of +14. Non stalkers should look elsewhere.</p><p></p><p><strong>Deep Roots </strong>(D387) Close blast 3 vs fort vs enemies that does no damage, but that weakens and immobilizes and gives allies next to SC +5 power bonus to damage with melee attacks, but only if you use healing spirit. Decent control power, but a conditional +5 to damage isn't impressive at this point.</p><p></p><p><strong><span style="color: #0000ff">Spirit of Elder Wisdom</span></strong> Medium ranged <strong>lightning</strong> attack vs will that dazes. If an ally doesn't hit with an encounter attack power while next to your SC it is not expended. This is vaguely worded in the PHB2, but they errated it so that the ally can't hit at all with the power and have it recharge so mainly for striker allies with a lot of non standard action single roll attacks or something similar.</p><p></p><p><strong><span style="color: #800080">Warthane Ally</span></strong> (<span style="color: #0000ff"><strong>essentials allies</strong></span>) (PP) short range vs reflex. Allies get +5 power bonus to attack and damage rolls with at will powers while next to SC. Not bad, but it is a power bonus, has short range, and at level 27 your allies are probably going to be recyling some of their dailies and encounters enough to not be using many at will powers. If your party has multiple <strong><span style="color: #0000ff">essentials allies</span></strong> this is much better. There are not many non essentials characters where this will be a better choice than call to the great hunter or one of the spirit keyed powers.</p><p><span style="color: #993300"><u>Spirit</u></span></p><p></p><p><strong>Call to the Cleansing Fire</strong></p><p><strong><span style="color: #008000">B</span></strong> vs reflex for <strong>fire</strong> and <strong>radiant</strong> damage. Allies get +5 untyped bonus to saves while next to SC. For bear shamans it is 3 + con mod, which means automatic success by this point since your con mod should be about an 8. So its a round of autosaving each encounter if you hit, which is useful.</p><p></p><p><strong><span style="color: #0000ff">Call to the Great Hunter</span></strong> vs reflex and 1 ally gets an untyped +5 bonus to attack rolls while next to SC. Watchers are better off with Hunter in the Sky, but others should consider this.</p><p></p><p><span style="color: #0000ff"><strong>Conquering Storm Spirit</strong></span></p><p><span style="color: #0000ff"></span>(PP) <strong><span style="color: #008000">W</span></strong> close burst vs fort. Usually targets most creatures for the level, and has interesting effect where the target provokes OA whenever it attacks. <strong><span style="color: #0000ff">World speaker</span></strong></p><p><strong></strong>targets also take penalty to their attack role equal to con mod so there is a good chance some enemies might not bother to attack that round to avoid the OA.</p><p></p><p><strong>Forcing the Threat</strong> (PP) <strong><span style="color: #008000">B</span></strong> Vs reflex and marks the target. Only bear shamans should look at this one. If the target does not attack your SC it takes a little damage. For protector shamans the mark is equal to your con mod. Since your SC can only be targetted by direct melee/ranged attacks this forces them to attack your SC for a round or face around a -8 penalty to hit. </p><p></p><p><strong>Immolating Spirit</strong> (DS) <span style="color: #008000"><strong>A</strong></span> SC disappears and ally can charge or make melee basic attack that does extra fire damage. If it hits, the ally gets to spend a surge. Animists let allies deal extra fire damage to enemies adjacent to enemy hit. The lower level enabling powers like spirit of the ram and sometimes conquering storm spirit are usually better.</p><p></p><p><span style="color: #800080"><strong>Hunter in the Sky</strong></span> (PP) <strong><span style="color: #008000">E</span></strong> ranged attack vs reflex. Allies get +2 untyped bonus to ranged attacks while next to SC. <span style="color: #0000ff"><strong>Watchers</strong></span> the bonus is equal to your 1 + your dex so for them its about a +9 untyped bonus to hit, which is great in the right party.</p><p></p><p><span style="color: #800080"><strong>Ravenous Spirit</strong></span></p><p><span style="color: #800080"></span>(PP) Vs will and if it drops target, and gives you and allies get lots of surgefree healing. Should be healing around 23-25 points, but it is very conditional. </p><p>[/sblock]</p><p></p><p><strong>Level 29 Daily</strong></p><p>[sblock]</p><p><u><span style="color: #993300"><u><strong>Personal</strong></u></span></u></p><p><u><span style="color: #993300"><u><strong></strong></u></span></u></p><p><u><span style="color: #993300"><u><strong></strong></u></span></u><span style="color: #ff0000"><strong>Death Spirit</strong></span> ranged attack vs fortitude for high <strong>necrotic</strong> damage. They take necrotic damage whenever someone drops to 0 near them (save ends). Aftereffect they take a little less necrotic damage whenever someone drops to 0 near them (save ends). High damage, but not much else. </p><p><span style="color: #00ccff"><strong></strong></span></p><p><span style="color: #00ccff"><strong>Heart of Bedlam</strong></span> (PP) Fun power that lets you force one creature near your SC to make a basic attack each round as a free action. Over a long encounter that is a lot of basic attacks. Your spirit needs to be present at the beginning of your turn for this to work right.</p><p></p><p><strong>Sea of Serpents</strong> blast vs reflex. Creates nice zone that lets allies shift 3, grants CA vs enemies and can make OAs vs shifting enemies.</p><p></p><p><strong><span style="color: #0000ff">Spiritbound Vines</span></strong></p><p>(PP) This is a unique close burst 5 control power. You create 4 sustainable vines that attack vs reflex when you summon them and if they hit they do a little damage and restrain (save ends). Each round you can sustain as a minor and you can repeat the attack as a standard action. If you want you, can destroy a vine when you sustain and heal an adjacent ally.</p><p></p><p><strong>Spirit of Fiery Hatred</strong> (PP) Vs fort for <strong>fire</strong> damage and ongoing fire damage (save ends). If you kill an enemy with this power allies next to SC can spend healing surge. Allies do ongoing fire damage whenever they hit while next to SC for rest of encounter. If you have a few multiattackers this is a decent damage boost for them for the encounter.</p><p></p><p><strong>Spirits of Mist</strong> vs fortitude against one creature for a little damage. Creates a movable zone where you and allies are insubstantial for the encounter. </p><p></p><p><span style="color: #0000ff"><strong>Spirit of the Unbroken Vow </strong></span>Ranged attack vs will for <strong>psychic</strong> damage. The best part of this power is the effect that makes this the best ally boosting power of the level to use against solos and elites. One ally gets a +2 untyped bonus to attack the target. Every time they damage the target the bonus goes up by 1 to a max of 10. If they do not attack the target that round it drops by 2. If you have a single target striker this is a good boost for them.</p><p></p><p><span style="color: #800080"><strong>Spirit Torrent</strong></span></p><p><span style="color: #800080"></span>(PP) vs reflex for high damage. Allies next to SC do some extra damage for next three attacks against one target. Competes with Death Spirit for highest single target damage of level, but other powers this level do more.</p><p></p><p><strong>Spring's Laughter</strong> (PP) Single target vs will and target takes -2 to saves and does no damage on its damage roles (save ends). Very good if you have other ways to penalize saves or are very accurate against will, but otherwise too risky since on a miss it only weakens (save ends). I think a multitarget control power like fury of athas is going to be better most of the time and spirits of mist will normally reduce damage more since its automatic insubstantial for the encounter for.</p><p></p><p><span style="color: #993300"><u><strong>Spirit</strong></u></span></p><p></p><p><span style="color: #00ccff"><strong>Fury of Athas</strong></span></p><p><span style="color: #00ccff"></span>(DS) allies in close burst 2 can make a basic attack and SC disappears. Attack stuns and takes ongoing 10 damage (save ends both).</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709474, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=4][b][u][u]Epic Evocations[/u][/u][/b][/size][/CENTER] [b]Level 22 Utility[/b] [sblock] [u][COLOR=#993300][u] [/u][/COLOR][/u]Medicine of Many forms is an easy choice, with spirits of recovery right behind it. Encounter minor action with a couple of different effects for allies to chose from: saving throw, temphitpoints, or spend a surge. Spirits of recovery is fairly similar minor action with a save in close burst + temp hitpoints if they make it. Bounty of Life is a good daily regen power. [u][COLOR=#993300][u] [/u][/COLOR][/u][u][COLOR=#993300][u]Daily[/u][/COLOR][/u][u][COLOR=#993300][u] [/u][/COLOR][/u][b][COLOR=#0000ff]Bounty of Life[/COLOR] [/b]Regeneration 5 for allies, 10 while bloodied. Best daily healing power. [COLOR=#800080]Call the Dead[/COLOR] Standard action to revive your nearby dead allies and they spend a surge. Natural Rebirth is similar, in an encounter power, has better range, a minor action, and is surge free healing. Spirit of the world healer is better too and I don't even like that one that much. This is good for after the battle, but other powers are overall better and I would take something like Bounty of Life first so allies are less likely to die to begin with. [COLOR=#800080]Doorway To the Spirit World[/COLOR] You and allies are insubstantial while in a burst 1 that can't be moved. [COLOR=#800080] Life and Death Struggle[/COLOR] (D372) Allies can spend a surge and creates zone where allies get bonuses to death saves and enemies can not heal. The effect against enemies is nice, but just spending a surge is not that great. [COLOR=#800080][b]Sand Summons[/b][/COLOR] (DS) Teleport allies near SC and creates difficult terrain for the encounter. [COLOR=#0000ff]Spirit of the Cunning General[/COLOR] (PP) When allies near your SC miss all targets with action point attacks they get to reuse the action points that encounter. There are action point abuses to be found in this. Spirit of the World Healer Ally gets all of their hitpoints back as a minor. [COLOR=#800080]Spirit Realm[/COLOR] (PP) This replaces your SC with a burst 3 zone that treats all areas of the zone as if they were next to your SC or within range of your SC. You must sustain the zone and you can't use call spirit companion while the zone is there. You better have a lot of non SC ways to attack and probably some non SC dailes if you want this power, so a few builds could use it. [COLOR=#993300][u]Encounter[/u][/COLOR] [COLOR=#00ccff]Medicines of Many Forms[/COLOR] (PP) Each ally in large blast can spend a surge, make a save or get 20 temp hp. Probably most consistently useful power of level. [COLOR=#0000ff]Natural[/COLOR] [COLOR=#800080]Rebirth[/COLOR] (PP) Dying ally gets to heal as if they spent a surge and is immune to restain, slow, or immobilize. If your party has a bunch of ressurection effects from their epic destinies you might not get much use out of this at later epic levels. Otherwise it is a useful choice. [COLOR=#0000ff][b]Spirits of Recovery[/b][/COLOR] (PP) Allies in close burst make saves, if they succeed they get temp hitpoints. I could see taking this instead of medicine of many forms. They both have the same area, but this is burst instead of blast and potentially combines 2 benefits. [/sblock] [b]Level 23 Encounter[/b] [sblock] [COLOR=#993300][b][/b][/COLOR][b][COLOR=#008000]Recommended powers:[/COLOR][COLOR=#993300] [/COLOR][/b][COLOR=#993300][/COLOR][COLOR=#008000][b]Panther:[/b][/COLOR] Mighty Spirit Leap [COLOR=#008000][b]Bear:[/b][/COLOR] Call to the Primal Protector or Spirit of the Ram [COLOR=#008000][b]Eagle:[/b][/COLOR] [b][COLOR=#008000]Worldspeaker:[/COLOR] [/b]Spirit of the Vengeful Mountain [COLOR=#008000][b]Animist:[/b][/COLOR] [COLOR=#008000][b]Any:[/b][/COLOR] Spirit of the Ram, Spirit of the Vengeful Mountain, Blood Red Bonds, Call to the Primal Protector, Beguiling Call [u][COLOR=#993300][u]Personal[/u][/COLOR][/u] [u][COLOR=#993300][u] [/u][/COLOR][/u][b]Spirit of the Death[/b] [b]Raven[/b] Vs will for [b]psychic[/b] damage. Highest direct damage power and if the target is hit by a noncrit attack you can try to turn it into a crit with a D20 roll of 15+. [b]Twin Tempest Spirits[/b] 2 attacks vs reflex for[b] lightning[/b] and [b]thunder[/b] damage. If you hit you can teleport allies away from your SC. [COLOR=#993300][u]Spirit[/u][/COLOR] [COLOR=#ff0000][b][/b][/COLOR][b][COLOR=#800080]Behemoth's [/COLOR][COLOR=#ff0000]Club[/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000] [/COLOR](D383) The attack part is not very good and only works against large targets (which is odd). The only thing that prevents this from being completely [COLOR=#ff0000][b]red[/b][/COLOR] is that it makes your SC large for a turn, so some non great elder's might want it. Probably worst power overall this level. [COLOR=#800080][b]Boulder Smash[/b][/COLOR] (DS) [b]A[/b] close burst vs fort that targets enemies. Damages and knocks prone. SC disappears. Animists create difficult terrain that goes away when you recall SC. You have better close powers this level. [COLOR=#0000ff] [/COLOR][COLOR=#0000ff][b]Beguiling Call [/b][/COLOR](D387) Close burst 2 vs will Pulls and dazes targets and dismisses the companion. Spirit of the vengeful mountain has more targets and usually a better effect since a lot of enemies are teleporting in epic, but this is still a multitarget dazing power (shamans only have 3 encounter powers that daze and only one other is multitarget) and can lump up enemies well. [COLOR=#0000ff] [b]Blood Red Bonds[/b][/COLOR] (PP) vs reflex. Enemies take a -4 to defenses while adjacent to your SC. If enemy starts turn next to SC, but moves away you can send SC after him. [b][COLOR=#0000ff]Call to the Primal Protector[/COLOR][/b] [b][COLOR=#008000]B[/COLOR][/b] Vs reflex for some damage and allies next your SC take half damage. Protectors also give out temp hit points 5+con. [b][COLOR=#800080]Call to the Relentless Hunter[/COLOR][/b] [b][COLOR=#008000]P[/COLOR][/b] vs fortitude and when your allies next to SC miss with an encounter or at will power they do d10 damage, stalkers add their int to that number. This is not bad, but mighty spirit leap is better. [b]Eagle's Aerie[/b] (PP) [b][COLOR=#008000]E[/COLOR][/b] Close burst 3 centered on spirit vs fortitude for low damage. You slide targets, plus they grant CA. Watchers targets can't get cover. Potentially most targets of any power this level along with spirit of the vengeful mountain, but that power is better most of the time. [b][COLOR=#0000ff]Mighty Spirit Leap[/COLOR][/b] (PP) [COLOR=#008000][b]P[/b] [/COLOR]Up to three seperate attacks vs reflex. After each attack you get to move your SC your move speed. For each hit you roll d6 and allies get to add the total of this to their damage while next to SC. Stalkers also add int bonus to ally damage. Conservatively that is around a +15 average bonus to damage for stalker allies. [COLOR=#00ccff][b]Spirit of the Ram[/b][/COLOR] (PP) [COLOR=#008000][b]B[/b] [/COLOR]Allies in close burst 2 near SC can charge with a +4 bonus to hit, +5 bonus to damage and a push 3. Protector allies push 2+ con mod.[COLOR=#008000] [/COLOR]This is the most party dependent power of level and is great for parties with multiple charging based characters, but not very useful for non charging focused parties. [b][COLOR=#0000ff]Spirit of the Vengeful Mountain[/COLOR][/b] (PP) [COLOR=#008000][b]W[/b] [/COLOR]Close burst 3 centered on SC vs ref. Targets are restrained and can't teleport, with world speakers giving an insane attack bonus against the targets = to their con mod (plus restrained means they grant CA). [COLOR=#00ccff]Worldspeakers[/COLOR] should definitely take this power and other builds should look at it. My vote for best overall power of level after spirit of the ram.[COLOR=#008000] [/COLOR][/sblock] [b]Level 25 Daily[/b] [sblock] [u][COLOR=#993300][u]Personal[/u][/COLOR][/u] [u][COLOR=#993300][u] [/u][/COLOR][/u][COLOR=#0000ff][b]Huntmaster's Horn[/b][/COLOR] (PP) Party friendly vs will blast 5 that does [b]psychic[/b] damage and immobilizes (save ends). Miss slows (save ends). For rest of encounter allies in blast get power bonus to damage keyed off int mod. And have ca against sowed or immoblized targets and get CA against those enemies. Int like this because of the int damage and world speakers have lots of ways to slow immobilize, but your allies should be getting CA faily easily by now. [b]Iron Born Spirit[/b] vs fort ranged power that damages and immobilizes (save ends) target. Creates a burst 5 zone that gives your allies a +2 power boost to AC and negates forced movement for the encounter. [COLOR=#0000ff][b]Peacemaker's Lodge[/b][/COLOR] (PP) blast vs will for [b]psychic[/b] damage and dazes. Creates sustainable zone where creatures take penalties to attack = to your con mod. Allies next to SC do not suffer this penalty. Risky power, but nice debuff for worldspeakers and protectors. [COLOR=#00ccff][b]Spirit of the Laughing Wanderer[/b][/COLOR] ranged vs will [b]psychic[/b] and the target is stunned (save ends). After effect other enemy is stunned (save ends). By this point you should probably have some way to make that save pretty hard. A miss is similar but, dazed and slow (save ends) then other enemy daze and slow (Save ends). [COLOR=#800080][b]Spirit of the World Serpent[/b][/COLOR] Strange ranged power vs reflex that has a bunch of save ends effects centered around the target getting knocked prone and then taking damage when it stands up. Other single target powers are better. [b][COLOR=#0000ff]Stormhawk's Gambit[/COLOR][/b] (PP) blast vs will for damage. Target is slowed (save ends) and flying creatures crash. Allies within 5 of your SC can fly and hover for the encounter, which is the main reason to take it. [COLOR=#0000ff][b]Sunder Spirit[/b] [/COLOR](PP) range vs will for [b]necrotic [/b]damage and knocks unconscious (save ends). Potential save or die for enemies if they fail 3 saves. Allies heal while next to unconsious enemy if it fails saves. Bloodied allies heal if next to your SC. If you have any save penalty boosts this is [COLOR=#00ccff][b]sky blue [/b][/COLOR]and best single target power of level.[COLOR=#00ccff] [/COLOR] [b]Western Wind of Storms[/b] blast vs reflex that does [b]lightning[/b] damage and lets you teleport targets and allies even if you miss. [COLOR=#993300][u]Spirit[/u][/COLOR] [COLOR=#0000ff][b][/b][/COLOR][b]Caustic Rain [COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR](DS) close burst 2 vs fort that targets all in area. [b]Acid[/b] damage and ongoing penalty to defenses and acid damage. SC disappears. Creates sustainable zone that is lightly obscured and deals acid damage to creatyres that end up in the zone. If zone kills non-minion ally can spend surge.[COLOR=#0000ff][b] [/b][/COLOR][b]Spirit of Destruction[COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff] [/COLOR](D387) Spirit gains DR 10 and gets an at will power with range melee spirit 3, that pushes, knocks prone and does decent damage. [COLOR=#00ccff][b]Spirit of the Brain Mole[/b][/COLOR] (D383) vs will for psychic damage and the target is [COLOR=#00ccff][b]dominated[/b][/COLOR] (save ends) on a hit and makes a basic attack of your chosing on a miss. Your spirit disappears, but nothing explicitly says you can't bring it right back. [/sblock] [b]Level 27 Encounter[/b] [sblock] Unfortunately shamans don't have really good enabling this level like most other leaders do. If you haven't taken spirit of the ram or boar's toss yet and they work for your party I would consider taking one those this level. If you have those powers than you still might look at some earlier level powers for your build. Conquering storm spirit produces OAs when the enemy attacks so that can be good if someone in your party is dominating. Immolating spirit is not that great but its enabling too. Spirit of elder wisdom potentially recharges ally encounter attack powers and call to the great hunter hands out a nice bonus to attacks. Warthane Ally is a good fit for a party with a lot of essentials style allies like slayers. [COLOR=#993300][b][/b][/COLOR][b][COLOR=#008000]Recommended powers:[/COLOR][COLOR=#993300] [/COLOR][/b][COLOR=#993300][/COLOR][COLOR=#008000][b]Panther:[/b][/COLOR] Blood Reaper Spirits [COLOR=#008000][b]Bear:[/b][/COLOR] Call to the Cleansing Fire or Forcing the Threat [COLOR=#008000][b]Eagle:[/b][/COLOR] Hunter in the Sky [COLOR=#008000][b]Worldspeaker:[/b][/COLOR] Conquering Storm Spirit [COLOR=#008000][b]Animist: [/b][/COLOR]Immolating Spirit [COLOR=#008000][b]Any:[/b][/COLOR] Conquering Storm Spirit, Spirit of Elder Wisdom, Call to the Great Hunter [u][COLOR=#993300][u][b] Personal[/b][/u][/COLOR][/u] [u][COLOR=#993300][u] [/u][/COLOR][/u][b]Blood Reaper Spirits[/b] [b][COLOR=#008000]P[/COLOR][/b] Three medium ranged attacks vs fort and you can direct all the attacks at one target so its a good striker power for hybrid shamans. Your allies do 2 extra damage while next to your SC for each one you hit. Stalkers add their int mod to this damage, so that should be about an extra 8 by this point and its the only stalker specific power of the level for a potential bonus of +14. Non stalkers should look elsewhere. [b]Deep Roots [/b](D387) Close blast 3 vs fort vs enemies that does no damage, but that weakens and immobilizes and gives allies next to SC +5 power bonus to damage with melee attacks, but only if you use healing spirit. Decent control power, but a conditional +5 to damage isn't impressive at this point. [b][COLOR=#0000ff]Spirit of Elder Wisdom[/COLOR][/b] Medium ranged [COLOR=#0000ff][b][/b][/COLOR][b]lightning[COLOR=#0000ff][/COLOR][/b][COLOR=#0000ff][/COLOR] attack vs will that dazes. If an ally doesn't hit with an encounter attack power while next to your SC it is not expended. This is vaguely worded in the PHB2, but they errated it so that the ally can't hit at all with the power and have it recharge so mainly for striker allies with a lot of non standard action single roll attacks or something similar. [b][COLOR=#800080]Warthane Ally[/COLOR][/b] ([COLOR=#0000ff][b]essentials allies[/b][/COLOR]) (PP) short range vs reflex. Allies get +5 power bonus to attack and damage rolls with at will powers while next to SC. Not bad, but it is a power bonus, has short range, and at level 27 your allies are probably going to be recyling some of their dailies and encounters enough to not be using many at will powers. If your party has multiple [b][COLOR=#0000ff]essentials allies[/COLOR][/b] this is much better. There are not many non essentials characters where this will be a better choice than call to the great hunter or one of the spirit keyed powers. [COLOR=#993300][u]Spirit[/u][/COLOR] [b]Call to the Cleansing Fire[/b] [b][COLOR=#008000]B[/COLOR][/b] vs reflex for [b]fire[/b] and [b]radiant[/b] damage. Allies get +5 untyped bonus to saves while next to SC. For bear shamans it is 3 + con mod, which means automatic success by this point since your con mod should be about an 8. So its a round of autosaving each encounter if you hit, which is useful. [b][COLOR=#0000ff]Call to the Great Hunter[/COLOR][/b] vs reflex and 1 ally gets an untyped +5 bonus to attack rolls while next to SC. Watchers are better off with Hunter in the Sky, but others should consider this. [COLOR=#0000ff][b]Conquering Storm Spirit[/b] [/COLOR](PP) [b][COLOR=#008000]W[/COLOR][/b] close burst vs fort. Usually targets most creatures for the level, and has interesting effect where the target provokes OA whenever it attacks. [b][COLOR=#0000ff]World speaker[/COLOR] [/b]targets also take penalty to their attack role equal to con mod so there is a good chance some enemies might not bother to attack that round to avoid the OA. [b]Forcing the Threat[/b] (PP) [b][COLOR=#008000]B[/COLOR][/b] Vs reflex and marks the target. Only bear shamans should look at this one. If the target does not attack your SC it takes a little damage. For protector shamans the mark is equal to your con mod. Since your SC can only be targetted by direct melee/ranged attacks this forces them to attack your SC for a round or face around a -8 penalty to hit. [b]Immolating Spirit[/b] (DS) [COLOR=#008000][b]A[/b][/COLOR] SC disappears and ally can charge or make melee basic attack that does extra fire damage. If it hits, the ally gets to spend a surge. Animists let allies deal extra fire damage to enemies adjacent to enemy hit. The lower level enabling powers like spirit of the ram and sometimes conquering storm spirit are usually better. [COLOR=#800080][b]Hunter in the Sky[/b][/COLOR] (PP) [b][COLOR=#008000]E[/COLOR][/b] ranged attack vs reflex. Allies get +2 untyped bonus to ranged attacks while next to SC. [COLOR=#0000ff][b]Watchers[/b][/COLOR] the bonus is equal to your 1 + your dex so for them its about a +9 untyped bonus to hit, which is great in the right party. [COLOR=#800080][b]Ravenous Spirit[/b] [/COLOR](PP) Vs will and if it drops target, and gives you and allies get lots of surgefree healing. Should be healing around 23-25 points, but it is very conditional. [/sblock] [b]Level 29 Daily[/b] [sblock] [u][COLOR=#993300][u][b]Personal [/b][/u][/COLOR][/u][COLOR=#ff0000][b]Death Spirit[/b][/COLOR] ranged attack vs fortitude for high [b]necrotic[/b] damage. They take necrotic damage whenever someone drops to 0 near them (save ends). Aftereffect they take a little less necrotic damage whenever someone drops to 0 near them (save ends). High damage, but not much else. [COLOR=#00ccff][b] Heart of Bedlam[/b][/COLOR] (PP) Fun power that lets you force one creature near your SC to make a basic attack each round as a free action. Over a long encounter that is a lot of basic attacks. Your spirit needs to be present at the beginning of your turn for this to work right. [b]Sea of Serpents[/b] blast vs reflex. Creates nice zone that lets allies shift 3, grants CA vs enemies and can make OAs vs shifting enemies. [b][COLOR=#0000ff]Spiritbound Vines[/COLOR][/b] (PP) This is a unique close burst 5 control power. You create 4 sustainable vines that attack vs reflex when you summon them and if they hit they do a little damage and restrain (save ends). Each round you can sustain as a minor and you can repeat the attack as a standard action. If you want you, can destroy a vine when you sustain and heal an adjacent ally. [b]Spirit of Fiery Hatred[/b] (PP) Vs fort for [b]fire[/b] damage and ongoing fire damage (save ends). If you kill an enemy with this power allies next to SC can spend healing surge. Allies do ongoing fire damage whenever they hit while next to SC for rest of encounter. If you have a few multiattackers this is a decent damage boost for them for the encounter. [b]Spirits of Mist[/b] vs fortitude against one creature for a little damage. Creates a movable zone where you and allies are insubstantial for the encounter. [COLOR=#0000ff][b]Spirit of the Unbroken Vow [/b][/COLOR]Ranged attack vs will for [b]psychic[/b] damage. The best part of this power is the effect that makes this the best ally boosting power of the level to use against solos and elites. One ally gets a +2 untyped bonus to attack the target. Every time they damage the target the bonus goes up by 1 to a max of 10. If they do not attack the target that round it drops by 2. If you have a single target striker this is a good boost for them. [COLOR=#800080][b]Spirit Torrent[/b] [/COLOR](PP) vs reflex for high damage. Allies next to SC do some extra damage for next three attacks against one target. Competes with Death Spirit for highest single target damage of level, but other powers this level do more. [b]Spring's Laughter[/b] (PP) Single target vs will and target takes -2 to saves and does no damage on its damage roles (save ends). Very good if you have other ways to penalize saves or are very accurate against will, but otherwise too risky since on a miss it only weakens (save ends). I think a multitarget control power like fury of athas is going to be better most of the time and spirits of mist will normally reduce damage more since its automatic insubstantial for the encounter for. [COLOR=#993300][u][b]Spirit[/b][/u][/COLOR] [COLOR=#00ccff][b]Fury of Athas[/b] [/COLOR](DS) allies in close burst 2 can make a basic attack and SC disappears. Attack stuns and takes ongoing 10 damage (save ends both). [/sblock] [/QUOTE]
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Spirited Away: A Shaman Handbook (by GelatinousOctahedron)
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