Building an Earth caster

Draven

Count
Seattle Staff
Marshal
Interested in building an Earth caster? Keep reading.

Earth Magic unique aspects are are its exclusive access to Healing and Curse spells, the first which is effective in helping a hurt ally, and the second of which are effective in either negatively affecting an enemy, or removing a negative affliction on an ally. Additionally, the most powerful of Earth casters can memorize the Life spell, which can Revive dead allies before they have to go resurrect.

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Any Race is compatible with Earth casting without penalty (except races that have to pay double for Read/Write).

Spellcasters generally spend a vast majority of their build on Spell Slots. A Spell Slot allows you to memorize a spell equal to that level, for a single use during the course of the day. As an example, John the Earth Sorcerer has purchased Read Write, First Aid, Healing Arts, two 1st level Spell Slots and one 2nd level Spell Slot. Then he attends an event. For the first day, he can memorize two Cure Light Wounds (using both of his 1st level Earth Slots) and one Cure Wounds, using his 2nd level Earth Slot. If he decides to, he can memorize different spells for the second day. For an easy chart of the spells by level, look at page 106 of the Alliance Rule Book, and page 110 for the Effects of each spell, which are listed in alphabetical order.

Due to the Spell Slot intensive aspect of being a Scholar, I have only prepared a single Build Template, but three different Spell Preparations, the Backpack, the Destroyer of the Dead, and the Controller. These three Earth spellcasters have all spent their Build Points in the same way, but they have drastically different spell preparations!

My recommended Build Template for this is as follows:

Race: Any
Base Skills: Read/Write, First Aid, Healing Arts, Spell Slots ( 4-2-1 )* - 15 Build Total
Advanced Skills: Spell Slots ( 4 - 4 - 4 - 3 - 2 - 1)* - 38 Build Total
Elite Skills: Spell Slots ( 4 - 4 - 4 - 4 - 4 - 4 - 3 - 2 - 1 )* - 73 Build Total

*Spell Slots purchased by this template are listed by level, 1st-2nd-3rd-etc. As an example, (4-3-2-1) would mean four 1st level slots, three 2nd level Slots, two 3rd level Slots, and one 4th level slot.

NOTE: It is highly recommended you pick up a weapon skill of some sort, as you will be otherwise extremely limited in capability should your spell slots become depleted. A weapon skill is not included in this template, as it can vary from 2 Build (Small Weapon) to 16 Build (Polearm). You should pick a weapon that you'd feel comfortable with using, at a cost you're willing to spend.

Starting Equipment: 12 Copper, Spellbook, Armor

The Backpack

Description: The Backpack is the guy who'll keep you in the fight. They specialize in Healing and Protective spells, usually behind a Fighter, and rarely ever engage in melee, except to perhaps serve as a -brief- distraction for an enemy, or out of desperation.

Additionally, the Backpack may offer Protective spells to strangers as a way of making friends!

Base Spell Preparation (4-2-1) :
1st - Endow x 1, Cure Light Wounds x 3
2nd - Cure Wounds x 2
3rd - Weakness

Advanced Spell Preparation ( 4 - 4 - 4 - 3 - 2 - 1 )
1st - Endow x 2, Cure Light Wounds x 2
2nd - Magic Armor x 3, Cure Wounds x 1
3rd - Weakness x 4
4th - Poison Shield x 1, Cure Serious Wounds x 2
5th - Spell Shield x 2
6th - Cure Critical Wounds

Elite Spell Preparation: Spell Slots ( 4 - 4 - 4 - 4 - 4 - 4 - 3 - 2 - 1 )
1st - Endow x 2, Cure Light Wounds x 2
2nd - Magic Armor x 4
3rd - Weakness x 4
4th - Poison Shield x 2, Cure Serious Wounds x 2
5th - Spell Shield x 4
6th - Cure Critical Wounds x 2, Elemental Shield x 2
7th - Confine x 3
8th - Cure Mortal Wounds x 1, Purify x 1
9th - Life/Death

Favorite Spells:
1st - Cure Light Wounds: Your basic pick-them-up spell. Endow: Never underestimate the power to just grab someone and run away with them. Why heal your buddy on the front line when you can drag them to a safe spot? Or maybe you want your buddy to be able to run you back to a healer if you get dropped. Speed saves lives.

2nd - Cure Wounds: At low levels, Cure Wounds does a reasonable amount of healing, and most of the things you end up facing don't do significant amounts of damage. At Advanced, and certainly at Elite levels, you'll start to want to trade it out for... Magic Armor: As you become more capable, and start to face stronger enemies, the amount of damage that Magic Armor can negate will far exceed the amount that Cure Wounds can heal. As a result, it is not uncommon for higher level Backpacks to memorize only Magic Armor for 2nd level spells.

3rd - Weakness: Weakness is an excellent spell to negate how much damage your enemies can do, making your job as a Healer considerably easier. Additionally, if your Fighter gets weaknessed, you can reverse your Weakness spell to Rid Weakness, giving you flexibility! Bind: Bind is an excellent option to keep a heavy hitting enemy from hurting you, but beware; if your enemy breaks line of sight for five seconds, or you get knocked unconscious, the Bind ends. Also, many enemies can Rip Free of a Bind spell, so it might be temporary relief at best.

4th - Cure Serious Wounds: This is a pretty solid healing spell at all levels. While a high level Fighter can take several of these after a heavy beating, a Cure Serious Wounds can make the difference for those adventurers with less Body (Scholars, Rogues, lower-level characters). Poison Shield: Some poisons can take your buddy right out of the fight <Nausea, Laugh, Sleep, Paralysis, etc>. Poison Shields can negate some pretty terrible effects, and as a result, you should not ignore them. Awaken: If your campaign is using a significant amount of Command effects (Sleep, Berserk, Vampire Charm), you might opt for Awaken instead of Poison Shield, and it's also the only spell that can break a Waylay.

5th - Spell Shield: Generally, when you're fighting spellcasters, you end up having to deal with a -lot- of spells. These can go -very- fast, so many Backpacks only memorize Spell Shields. Release: If your campaign is using a lot of Binding effects, or you just want to have a Release in your pocket just in case, it's not a bad spell to have available.

6th - Cure Critical Wounds: Like Cure Serious...only better. Stronger. Faster. Elemental Shield: Same concept as Spell Shield...when you need to start using Elemental Shield, you usually have to use more than one. Restore: If you have reason to believe that your enemies are likely to use Withers or Stun Limbs, this is an excellent spell to keep on hand, but otherwise, it's not very useful.

7th - Confine: While more offensive than the Backpack usually tends to be, Confine is an excellent spell for shutting down an enemy, and if your enemy is Weaknessed, they're more likely to be unable to Rip Free. An enemy that can't hit you is an enemy that you can deal with at your leisure. Also, an enemy that's Confined is vulnerable to a partner's Terminate, Assassinate, Eviscerate, or Slay, since they'd be unable to Parry or Dodge. Destruction: Just like Weakness can be reversed, so can Destruction, so you can use it to help your ally. It can potentially help make an enemy die faster, as well...which can save you valuable healing.

8th - Cure Mortal Wounds: The best damage recovery spell. Your fighters will love you. Purify: This spell is able to wipe nearly every bad effect, short of Prison and Greater Commands (though it -can- remove an Amnesia within 10 minutes). It leaves your protectives nice and intact, unlike Dispel.

9th - Life/Death: The ability to bring your dead buddy to Life before they die? Pretty important.



The Destroyer of the Dead

Description: The Destroyer of the Dead is a weapon of the Earth, and is extremely focused towards weakening and destroying undead that roam Fortannis. Their preparation of mostly Earth spells makes them also able to serve as healers. The Destroyer of the Dead should likely seek out healing potions to serve for their healing needs, as they're dedicating their healing magic to offensive purposes.

Base Spell Preparation (4-2-1) :
1st - Cure Disease x 4
2nd - Cure Wounds x 2
3rd - Harm Undead

Advanced Spell Preparation ( 4 - 4 - 4 - 3 - 2 - 1 )
1st - Cure Disease x 4
2nd - Cure Wounds x 4
3rd - Harm Undead x 2, Sanctuary x 2
4th - Turn Undead x 1, Cure Serious Wounds x 2
5th - Spell Shield x 2
6th - Earth Blade

Elite Spell Preparation: Spell Slots ( 4 - 4 - 4 - 4 - 4 - 4 - 3 - 2 - 1 )
1st - Cure Disease x 4
2nd - Magic Armor x 4
3rd - Harm Undead x 2, Sanctuary x 2
4th - Turn Undead x 1, Cure Serious Wounds x 3
5th - Spell Shield x 2, Web x 2
6th - Cure Critical Wounds x 2, Earth Blade x 2
7th - Destroy Undead x 3
8th - Cure Mortal Wounds x 1, Purify x 1
9th - Earth Storm

Favorite Spells:
1st - Cure Disease: This will afflict the target undead into being forced to a walk. This is an incredibly useful anti-undead spell, especially considering it's only 1st level.

2nd - Cure Wounds: Cure Wounds does a fair amount of damage to undead at low levels, though eventually its usefulness starts to putter out. Eventually, you might consider trading out for Magic Armor, as your targets may start focusing on you, and you could potentially need the protection.

3rd - Harm Undead: A chunk of damage to your target. Fairly straightforward. Its effectiveness starts to weaken towards upper levels, but it can be useful for softening up big targets, or taking out weaker ones. Sanctuary: This won't protect you from any spells from the undead, but it can buy you some breathing room when you need it.

4th - Cure Serious Wounds: This is a pretty solid healing spell at all levels. Turn Undead: Solid way to keep a troublesome undead from targeting you or coming within 10 feet of you. Also useful for keeping a heavy-melee undead from hitting your buddy, as long as you stay near him.

5th - Spell Shield: Generally, when you're fighting undead spellcasters, you end up having to deal with a -lot- of spells. These can go -very- fast. Web: If you feel like you need to supplement yourself with more offense, and you don't expect to see a lot of spellcasters, you can trade out Spell Shields for Webs. While they're not explicitly anti-undead, they're still useful for dealing with the foul things.

6th - Cure Critical Wounds: Like Cure Serious...only better. Stronger. Faster. Earth Blade: For 10 minutes, you or your buddy can swing for Earth damage, and go to town! Undead take double damage from Earth damage, Restore: Some undead use Withers, so this isn't a bad spell to keep on hand, just to be safe, but it's a bit niche. Offensively, Cure Critical and Earth Blades are more potent, but that's my opinion.

7th - Destroy Undead: It blows up Lesser Undead, and really hurts Greater Undead. What's not to love?

8th - Cure Mortal Wounds. It burns undead. Purify: In my opinion, this is the -best- anti-undead spell. Many undead deliver negative effects, which Purify can fix. Also, Purify acts as Drain against Undead, removing nearly all of their abilities. They become utterly helpless, allowing you to destroy them at your leisure.

9th - Earth Storm: This spell can help you conserve a bunch of Healing spells to harm undead with. One spell, unlimited charges.

The Controller

Description: Controllers are less interested in healing than they are in preventing damage. They'll use potions to take care of their allies...spells are for shutting down enemies. Leaving enemies helpless allows for Fighters

NOTE: The Controller should consider taking Read Magic and a few Celestial slots, in order to get a bit more depth in resources via scrolls, and possibly even investing in Alchemy, for further depth with Gas Globes.

Base Spell Preparation (4-2-1) :
1st - Disarm x 4
2nd - Pin x 1, Repel x 1
3rd - Bind

Advanced Spell Preparation ( 4 - 4 - 4 - 3 - 2 - 1 )
1st - Disarm x 4
2nd - Pin x 3, Repel x 1
3rd - Bind x 2, Weakness x 2
4th - Shun x 4
5th - Web x 1, Spell Shield x 1
6th - Sleep


Elite Spell Preparation: Spell Slots ( 4 - 4 - 4 - 4 - 4 - 4 - 3 - 2 - 1 )
1st - Disarm x 4
2nd - Pin x 3, Repel x 1
3rd - Bind x 2, Weakness x 2
4th - Shun x 4
5th - Web x 1, Spell Shield x 1
6th - Sleep x 4
7th - Confine x 3
8th - Paralysis x 2
9th - Life/Death x 1

Favorite Spells:
1st - Disarm: Disabling a weapon-user with a first level spell is remarkably effective. A favorite tactic is to use this to have the target drop their weapon, and to quickly grab it before they're able to pick it back up again.

2nd - Pin: Either this will keep an enemy from being able to move, or it will make them vulnerable for a few seconds while they try to rip free. Either is pretty solid. Repel: Enemies cannot "Rip free" of a Repel, so it's an option you can use to keep an enemy at bay as an alternative to Pin.

3rd - Bind: While under the effects of a Bind, an enemy cannot use their arms at all, so it's a fairly powerful way to immediately stop an enemy's offense. Weakness: Weakness is an excellent spell to negate how much damage your enemies can do, making them far easier to deal with. Also, since it lowers their Strength, they'll be less likely to rip free of Binding effects, making it extremely useful in combination!

4th - Shun: Enemies that are Shunned from you cannot come within 10 feet, nor can they direct any attack towards you, either at range or otherwise.

5th - Spell Shield: While this is a Protective and not a control spell, sometimes an enemy will Bane or Reflect one of your spells back at you. A Spell Shield is a good way to make sure that you won't get shut down by your own spells. Web: This is a great spell to keep an enemy shut down and immobile. Silence: This is a bit more niche than Web, but enemy spellcasters can cause significant problems for your allies. Silencing them can result in a fast way to shut down a caster. Also, the ability to Rid Silence is a good way to help your allied spellcasters in case -they- get silenced.

6th - Sleep: Nighty night, sweet prince. No more fighting for you.

7th - Confine: This is like Web, only stronger. Some enemies who can rip free of a Web might not be able to rip free of a Confine, especially if they've been Weaknessed. Charm: Turn an enemy into a buddy! Note that Charm is not an effect you can use to give commands. The target treats you as their friend, so its usefulness can be limited.

8th - Paralysis: It's like Silence, in the sense that your target can't speak....or move at all. Ten minutes of sweet, sweet helplessness.

9th - Life/Death: The second word is the one you're looking for. Death does exactly what it sounds like. No messy bleed out, your target goes straight to Dead and begins their five minute bleed out.
 
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