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Arcana Unearthed - Mage Blade question
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1856854" data-attributes="member: 710"><p>Well, you have to ask yourself what combat feats you really need for the character, and what spells you really want for him. </p><p></p><p>To increase the power, you might consider the following type of spells:</p><p>1) Spells that improve armor class</p><p>2) Spells that improve (melee) damage</p><p>3) Spells that remove vulnerabilities or reduce weaknesses (in skills, as example) of your character (or the group)</p><p>4) Spells that improve maneuverability</p><p></p><p>As an example: If you make your Atheme a Spellstoring weapon, you might look at spells that work well with being stored with the weapon. (Like Hand of Battle, Attack from Within and so on). </p><p></p><p>Complex spells that I´d take a closer look at (especially for combat purposes):</p><p>1st level: Magic Armor, Magic Weapon (especially Heightened ...), Touch of Pain (Spellstoring). </p><p>2nd level: </p><p>Drain Away Speed, Scream (Spellstoring)</p><p>3rd level: </p><p>Attack from Within, Sorcerous Blast as your ranged attack method (and diminished for SPellstoring, though Hand of Battle might be better), Arror Reflection, Carnivours Plant Defense, Flight, Invisibility, Magic Circle, Steal Health (Spellstoring again)</p><p>4th level: </p><p>Attack from Within (Spellstoring), Chains of Vengeance, Dimensional Door, Protection from Energy</p><p>5th level: </p><p>Defensive Field, Gird the Warrior (great spell!), Restoration</p><p>6th level: </p><p>Vitrification (Spellstoring again), Bloodblade</p><p>7th level: </p><p>No "killer spells" here, I think. (Feedback Strike might be interesting, but it´s exotic)</p><p></p><p>The most useful level seems to be level 3, as there are a lot of standard utility spells found here. 5th level isn´t bad either, especially for the Gird the Warrior spell...</p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1856854, member: 710"] Well, you have to ask yourself what combat feats you really need for the character, and what spells you really want for him. To increase the power, you might consider the following type of spells: 1) Spells that improve armor class 2) Spells that improve (melee) damage 3) Spells that remove vulnerabilities or reduce weaknesses (in skills, as example) of your character (or the group) 4) Spells that improve maneuverability As an example: If you make your Atheme a Spellstoring weapon, you might look at spells that work well with being stored with the weapon. (Like Hand of Battle, Attack from Within and so on). Complex spells that I´d take a closer look at (especially for combat purposes): 1st level: Magic Armor, Magic Weapon (especially Heightened ...), Touch of Pain (Spellstoring). 2nd level: Drain Away Speed, Scream (Spellstoring) 3rd level: Attack from Within, Sorcerous Blast as your ranged attack method (and diminished for SPellstoring, though Hand of Battle might be better), Arror Reflection, Carnivours Plant Defense, Flight, Invisibility, Magic Circle, Steal Health (Spellstoring again) 4th level: Attack from Within (Spellstoring), Chains of Vengeance, Dimensional Door, Protection from Energy 5th level: Defensive Field, Gird the Warrior (great spell!), Restoration 6th level: Vitrification (Spellstoring again), Bloodblade 7th level: No "killer spells" here, I think. (Feedback Strike might be interesting, but it´s exotic) The most useful level seems to be level 3, as there are a lot of standard utility spells found here. 5th level isn´t bad either, especially for the Gird the Warrior spell... Mustrum Ridcully [/QUOTE]
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