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The Eternal Seeker's Guide to the Galaxy (by Litigation)
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<blockquote data-quote="LightWarden" data-source="post: 6744807" data-attributes="member: 6803540"><p><strong>Originally posted by Litigation:</strong></p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><u>Searching for Long-Forgotten Lore: Seeker's Lore Powers</u></strong></span></p><p></p><p>Not all the 22nd-level powers will be listed. Mostly just the <strong><span style="color: Blue">good ones</span></strong>, <strong><span style="color: DeepSkyBlue">great ones</span></strong>, and the <strong><span style="color: Red">black holes</span></strong>. Again, these are rated based on universal appeal, so some might be better or worse than you expect, or not be mentioned at all.</p><p></p><p><strong>Ardent</strong></p><p><strong><span style="color: Blue">Borrowed Time</span> (PHB3)</strong>: Spend a standard action to give an adjacent ally a Standard, Move and Minor action. Gives an ally a free turn.</p><p></p><p><strong>Artificer</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Bag of the Four Winds </span>(EPG)</strong>: Eat your heart out, Taclord and Paladin. If you have a high Wisdom, this mass-sliding of you and allies in the close burst 5 is a fantastic battlefield-rearrangement power, and you can do it every encounter.</p><p></p><p><strong>Cure-All Admixture</strong> <strong>(EPG):</strong> Lets the target regain HP and lets the target end <em>any</em> effects they don't like, including stuff that lasts until the end of the encounter or longer. There's enough wild things floating around in epic that you could get some value out of this each day.</p><p></p><p>[/sblock]</p><p></p><p><strong>Avenger</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Twin Step</span> (PHB2)</strong>: Per-encounter teleport 8 squares as a move action, then teleport another 8 at the end of the turn. The ultimate for Strikers who want to get in and get out, and/or have total control over their positioning.</p><p>[/sblock]</p><p></p><p><strong>Bard</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Climactic Chord</span> (AP)</strong>: A fantastic daily to use when your party is in position to tee off on an enemy, especially an elite or solo. With a high Charisma, the beatdown is close to guaranteed.</p><p></p><p><strong><span style="color: Blue">Elegy Unwritten</span> (PHB2)</strong>: Arguably the best class-related resurrection spell in the game. This one is a close burst 5 immediate interrupt. Yes, an off-action resurrection with a surges' worth of surgeless healing.</p><p></p><p><strong><span style="color: DeepSkyBlue">Invisible Troupe</span> (PHB2)</strong>: Per-encounter close burst 3 mass-invisibility for you and allies. Great.</p><p></p><p><strong><span style="color: Blue">Note of Aggression</span> (AP)</strong>: Per-encounter minor-action granting of a free melee basic attack or a charge to either yourself or an ally. The results won't ever be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here.</p><p>[/sblock]</p><p></p><p><strong>Cleric</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Clarion Call of the Astral Sea</span> (PHB)</strong>: The ultimate heal-and-rescue spell. Lets an ally (or you) heal up completely with no surges spent, watch the battle in complete safety, and then return them to action right on schedule for their next turn.</p><p></p><p><strong><span style="color: RED">Heal</span> (DP)</strong>: Trap. Garbage. Don't ever, ever, ever look at this one over Clarion Call of the Astral Sea, or anything else for that matter.</p><p></p><p><strong><span style="color: DeepSkyBlue">Mass Cure Serious Wounds</span> (DP)</strong>: It's a daily and a standard action, but it's surgeless healing for the whole party: two surges' worth of it for everyone.</p><p></p><p><strong><span style="color: Blue">Ramparts of Light</span> (DP)</strong>: When someone simply needs protecting. You or an ally every encounter resists 25 damage for a round.</p><p></p><p><strong>Revive(DP)</strong>: Resurrection spell with surge-less healing up to bloodied value. Standard action and touch range. You hope you never have to use it, but it's there when stuff happens.</p><p>[/sblock]</p><p></p><p><strong>Fighter</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Martial Supremacy</span> (D382)</strong>: An encounter stance that grants rerolls on fighter at-wills and weapon-based basic attacks. There's a good amount of essentials classes who can make use of this.</p><p></p><p><strong><span style="color: Blue">Undeniable Challenge</span> (MP2)</strong>: Every encounter you prohibit one or two enemies you marked from making attacks that don't include you. Great for a defender as-is and can set up some pretty tricky plays if you can make yourself a real pain to target.</p><p></p><p><strong><span style="color: Blue">Unyielding</span> (MP)</strong>: A very efficient immediate reaction self-heal as long as you remember to only use it when you're very near the brink. When used then, you essentially get two free surges' worth of healing on top of the two you spent. Dragonborn get a little extra perk with this one.</p><p>[/sblock]</p><p></p><p><strong>Paladin</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Failure is No Option</span> (DP)</strong>: A battlefield-changer that uses Charisma to determine the movement, and it also comes with some decent free healing for your allies, also based on your Charisma. It's a daily, but if your Wisdom isn't high enough to use the Artificer's Bag of the Four Winds to its fullest, this is still worthy.</p><p></p><p><strong><span style="color: Blue">Shared Valor</span> (HotFK)</strong>: Teleport your allies into position as soon as you roll initiative and give them some THP based on your Charisma modifier as well. An even faster version of Failure is No Option that lets you start the fight in a great position.</p><p>[/sblock]</p><p></p><p><strong>Ranger</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Forest Ghost</span> (PHB)</strong>: Cover or concealment gives you invisibility when it's not your turn. And unlike the Swordmage's Oni's Gift, you don't need to sustain this daily; it lasts the whole encounter.</p><p></p><p><strong><span style="color: Blue">Master of the Hunt</span> (PHB)</strong>: A stance that lets you add your wisdom modifier to all of your damage damage rolls.</p><p>[/sblock]</p><p></p><p><strong>Runepriest</strong></p><p><span style="color: Blue"><strong>Rune of Hero's Resolve</strong></span> <strong>(PHB3)</strong>: Daily power that lets you spend a minor action to give an ally a standard action and THP equal to their current HP. A quality buff at the start of a climatic encounter.</p><p></p><p><strong>Seeker</strong></p><p><span style="color: Blue"><strong>Land Passage</strong></span> <strong>(PHB3)</strong>: Immediate interrupt to remove yourself and up to one additional ally from play to dodge an attack, to return at the start of your next turn. Saves lives and even lets you choose where you both pop back in.</p><p></p><p><strong>Shaman</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Bounty of Life</span> (PHB2)</strong>: Per-day regeneration for potentially the whole party, more when bloodied. Solid.</p><p></p><p><strong><span style="color: Blue">Call the Dead</span> (PHB2)</strong>: Close burst 5 resurrection spell, so it has good range for that purpose (in comparison, the Cleric has to be next to his target). Unlike the Bard's or Cleric's resurrections, this one uses up a healing surge. This one can also raise all dead allies in the burst, although how often you're going to have more than one ally dead is the question. Solid enough, though. It's also not limited to just allies who died in this fight- potentially you could run around reviving your favorite NPCs though you might need the cleric's Shared Healing feat to provide the necessary healing surges.</p><p></p><p><strong><span style="color: Blue">Medicines of Many Forms</span> (PrP)</strong>: A blast that hands out a choice of a surge, save or THP every encounter. May not be the flashiest power but it will always do something useful.</p><p></p><p><strong><span style="color: Blue">Spirit of the World Healer</span> (PHB2)</strong>: A minor-action full heal spell with a great range (10 squares). Another one that makes the Cleric's Heal look like the fraud it is.</p><p>[/sblock]</p><p></p><p><strong>Sorcerer</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Elemental Rift</span> (HotEC):</strong> Creates a zone that slows and pulls any enemies who enter it, and removes them from play if they end their turn in it. Good way to thin out the herd in a crowded fight, especially if you combine it with forced movement and anything else that restricts mobility like immobilizing or difficult terrain.</p><p></p><p><strong><span style="color: DeepSkyBlue">Platinum Scales</span> (PHB2)</strong>: If you have a high Strength, you can be nigh-un-hittable for the rest of the encounter.</p><p></p><p><strong><span style="color: Blue">Wind Shape </span>(PHB2)</strong>: Per-encounter short-term flight, with hovering and insubstantial. The best short-term flight spell available.</p><p>[/sblock]</p><p></p><p><strong>Swordmage</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Oni's Gift</span> (AP)</strong>: Invisibility until you attack each round. You must sustain this daily with minor actions, but it's useful in any fight, not just ones where cover or concealment are factors.</p><p>[/sblock]</p><p></p><p><strong>Warden</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Wellspring of Life</span> (PHB2)</strong>: Spend a healing surge and gain a good amount of regeneration if your Strength is high. Solid.</p><p>[/sblock]</p><p></p><p><strong>Warlord</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Own the Battlefield</span> (PHB)</strong>: The Artificer's Bag of the Four Winds has stolen this one's thunder, but if you have a high Intelligence, rather than a high Wisdom, you should still consider this battlefield-rearrangement daily.</p><p></p><p><span style="color: #00ccff">Quickening Order</span> (MP): Anyone with a high Intelligence can take this to make the whole party lay waste to the enemy before they can do anything about it.</p><p></p><p><span style="color: #00ccff">Rush of Battle</span> (MP): Even without the Resourceful Presence benefit, simply granting the party a round of minor-action basic attacks is great.</p><p>[/sblock]</p><p></p><p><strong>Wizard</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Mass Fly</span> (PHB)</strong>: The best long-term flight utility. Grants you and the whole party minor-sustainable flight. The fly speed is 8, faster than most characters' base speed.</p><p></p><p><strong><span style="color: Blue">Time Stop</span> (PHB)</strong>: If you have a lot of non-attacking standard action powers, this will help you a lot. It's also really good if you have Leader powers that grant attacks to allies, since you're technically not attacking yourself with the standard action in those cases.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LightWarden, post: 6744807, member: 6803540"] [B]Originally posted by Litigation:[/B] [CENTER][SIZE=5][B][U]Searching for Long-Forgotten Lore: Seeker's Lore Powers[/U][/B][/SIZE][/CENTER] Not all the 22nd-level powers will be listed. Mostly just the [B][COLOR=Blue]good ones[/COLOR][/B], [B][COLOR=DeepSkyBlue]great ones[/COLOR][/B], and the [B][COLOR=Red]black holes[/COLOR][/B]. Again, these are rated based on universal appeal, so some might be better or worse than you expect, or not be mentioned at all. [B]Ardent [COLOR=Blue]Borrowed Time[/COLOR] (PHB3)[/B]: Spend a standard action to give an adjacent ally a Standard, Move and Minor action. Gives an ally a free turn. [B]Artificer[/B] [sblock] [B][COLOR=DeepSkyBlue]Bag of the Four Winds [/COLOR](EPG)[/B]: Eat your heart out, Taclord and Paladin. If you have a high Wisdom, this mass-sliding of you and allies in the close burst 5 is a fantastic battlefield-rearrangement power, and you can do it every encounter. [B]Cure-All Admixture[/B] [B](EPG):[/B] Lets the target regain HP and lets the target end [I]any[/I] effects they don't like, including stuff that lasts until the end of the encounter or longer. There's enough wild things floating around in epic that you could get some value out of this each day. [/sblock] [B]Avenger[/B] [sblock] [B][COLOR=DeepSkyBlue]Twin Step[/COLOR] (PHB2)[/B]: Per-encounter teleport 8 squares as a move action, then teleport another 8 at the end of the turn. The ultimate for Strikers who want to get in and get out, and/or have total control over their positioning. [/sblock] [B]Bard[/B] [sblock] [B][COLOR=DeepSkyBlue]Climactic Chord[/COLOR] (AP)[/B]: A fantastic daily to use when your party is in position to tee off on an enemy, especially an elite or solo. With a high Charisma, the beatdown is close to guaranteed. [B][COLOR=Blue]Elegy Unwritten[/COLOR] (PHB2)[/B]: Arguably the best class-related resurrection spell in the game. This one is a close burst 5 immediate interrupt. Yes, an off-action resurrection with a surges' worth of surgeless healing. [B][COLOR=DeepSkyBlue]Invisible Troupe[/COLOR] (PHB2)[/B]: Per-encounter close burst 3 mass-invisibility for you and allies. Great. [B][COLOR=Blue]Note of Aggression[/COLOR] (AP)[/B]: Per-encounter minor-action granting of a free melee basic attack or a charge to either yourself or an ally. The results won't ever be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here. [/sblock] [B]Cleric[/B] [sblock] [B][COLOR=DeepSkyBlue]Clarion Call of the Astral Sea[/COLOR] (PHB)[/B]: The ultimate heal-and-rescue spell. Lets an ally (or you) heal up completely with no surges spent, watch the battle in complete safety, and then return them to action right on schedule for their next turn. [B][COLOR=RED]Heal[/COLOR] (DP)[/B]: Trap. Garbage. Don't ever, ever, ever look at this one over Clarion Call of the Astral Sea, or anything else for that matter. [B][COLOR=DeepSkyBlue]Mass Cure Serious Wounds[/COLOR] (DP)[/B]: It's a daily and a standard action, but it's surgeless healing for the whole party: two surges' worth of it for everyone. [B][COLOR=Blue]Ramparts of Light[/COLOR] (DP)[/B]: When someone simply needs protecting. You or an ally every encounter resists 25 damage for a round. [B]Revive(DP)[/B]: Resurrection spell with surge-less healing up to bloodied value. Standard action and touch range. You hope you never have to use it, but it's there when stuff happens. [/sblock] [B]Fighter[/B] [sblock] [B][COLOR=Blue]Martial Supremacy[/COLOR] (D382)[/B]: An encounter stance that grants rerolls on fighter at-wills and weapon-based basic attacks. There's a good amount of essentials classes who can make use of this. [B][COLOR=Blue]Undeniable Challenge[/COLOR] (MP2)[/B]: Every encounter you prohibit one or two enemies you marked from making attacks that don't include you. Great for a defender as-is and can set up some pretty tricky plays if you can make yourself a real pain to target. [B][COLOR=Blue]Unyielding[/COLOR] (MP)[/B]: A very efficient immediate reaction self-heal as long as you remember to only use it when you're very near the brink. When used then, you essentially get two free surges' worth of healing on top of the two you spent. Dragonborn get a little extra perk with this one. [/sblock] [B]Paladin[/B] [sblock] [B][COLOR=Blue]Failure is No Option[/COLOR] (DP)[/B]: A battlefield-changer that uses Charisma to determine the movement, and it also comes with some decent free healing for your allies, also based on your Charisma. It's a daily, but if your Wisdom isn't high enough to use the Artificer's Bag of the Four Winds to its fullest, this is still worthy. [B][COLOR=Blue]Shared Valor[/COLOR] (HotFK)[/B]: Teleport your allies into position as soon as you roll initiative and give them some THP based on your Charisma modifier as well. An even faster version of Failure is No Option that lets you start the fight in a great position. [/sblock] [B]Ranger[/B] [sblock] [B][COLOR=Blue]Forest Ghost[/COLOR] (PHB)[/B]: Cover or concealment gives you invisibility when it's not your turn. And unlike the Swordmage's Oni's Gift, you don't need to sustain this daily; it lasts the whole encounter. [B][COLOR=Blue]Master of the Hunt[/COLOR] (PHB)[/B]: A stance that lets you add your wisdom modifier to all of your damage damage rolls. [/sblock] [B]Runepriest[/B] [COLOR=Blue][B]Rune of Hero's Resolve[/B][/COLOR] [B](PHB3)[/B]: Daily power that lets you spend a minor action to give an ally a standard action and THP equal to their current HP. A quality buff at the start of a climatic encounter. [B]Seeker[/B] [COLOR=Blue][B]Land Passage[/B][/COLOR] [B](PHB3)[/B]: Immediate interrupt to remove yourself and up to one additional ally from play to dodge an attack, to return at the start of your next turn. Saves lives and even lets you choose where you both pop back in. [B]Shaman[/B] [sblock] [B][COLOR=Blue]Bounty of Life[/COLOR] (PHB2)[/B]: Per-day regeneration for potentially the whole party, more when bloodied. Solid. [B][COLOR=Blue]Call the Dead[/COLOR] (PHB2)[/B]: Close burst 5 resurrection spell, so it has good range for that purpose (in comparison, the Cleric has to be next to his target). Unlike the Bard's or Cleric's resurrections, this one uses up a healing surge. This one can also raise all dead allies in the burst, although how often you're going to have more than one ally dead is the question. Solid enough, though. It's also not limited to just allies who died in this fight- potentially you could run around reviving your favorite NPCs though you might need the cleric's Shared Healing feat to provide the necessary healing surges. [B][COLOR=Blue]Medicines of Many Forms[/COLOR] (PrP)[/B]: A blast that hands out a choice of a surge, save or THP every encounter. May not be the flashiest power but it will always do something useful. [B][COLOR=Blue]Spirit of the World Healer[/COLOR] (PHB2)[/B]: A minor-action full heal spell with a great range (10 squares). Another one that makes the Cleric's Heal look like the fraud it is. [/sblock] [B]Sorcerer[/B] [sblock] [B][COLOR=Blue]Elemental Rift[/COLOR] (HotEC):[/B] Creates a zone that slows and pulls any enemies who enter it, and removes them from play if they end their turn in it. Good way to thin out the herd in a crowded fight, especially if you combine it with forced movement and anything else that restricts mobility like immobilizing or difficult terrain. [B][COLOR=DeepSkyBlue]Platinum Scales[/COLOR] (PHB2)[/B]: If you have a high Strength, you can be nigh-un-hittable for the rest of the encounter. [B][COLOR=Blue]Wind Shape [/COLOR](PHB2)[/B]: Per-encounter short-term flight, with hovering and insubstantial. The best short-term flight spell available. [/sblock] [B]Swordmage[/B] [sblock] [B][COLOR=Blue]Oni's Gift[/COLOR] (AP)[/B]: Invisibility until you attack each round. You must sustain this daily with minor actions, but it's useful in any fight, not just ones where cover or concealment are factors. [/sblock] [B]Warden[/B] [sblock] [B][COLOR=Blue]Wellspring of Life[/COLOR] (PHB2)[/B]: Spend a healing surge and gain a good amount of regeneration if your Strength is high. Solid. [/sblock] [B]Warlord[/B] [sblock] [B][COLOR=Blue]Own the Battlefield[/COLOR] (PHB)[/B]: The Artificer's Bag of the Four Winds has stolen this one's thunder, but if you have a high Intelligence, rather than a high Wisdom, you should still consider this battlefield-rearrangement daily. [COLOR=#00ccff]Quickening Order[/COLOR] (MP): Anyone with a high Intelligence can take this to make the whole party lay waste to the enemy before they can do anything about it. [COLOR=#00ccff]Rush of Battle[/COLOR] (MP): Even without the Resourceful Presence benefit, simply granting the party a round of minor-action basic attacks is great. [/sblock] [B]Wizard[/B] [sblock] [B][COLOR=Blue]Mass Fly[/COLOR] (PHB)[/B]: The best long-term flight utility. Grants you and the whole party minor-sustainable flight. The fly speed is 8, faster than most characters' base speed. [B][COLOR=Blue]Time Stop[/COLOR] (PHB)[/B]: If you have a lot of non-attacking standard action powers, this will help you a lot. It's also really good if you have Leader powers that grant attacks to allies, since you're technically not attacking yourself with the standard action in those cases. [/sblock] [/QUOTE]
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