I went back and pulled up my old Solo Build I used to use when I was a smaller Earth Caster.
Level 1: Cure Light Wounds x4
Level 2: Magic Armor x2, Repel x2
Level 3: Weakness x2, Harm Undead x2
Level 4: Cure Serious Wounds x4
Level 5: Web x2, Spell Shield x2
Level 6: Cure Critical Wounds x4
Level 7: Destroy Undead x2, Confine x2
Level 8: Purify x2, Cure Mortal Wounds x2
Level 9: Life x2, Earth Storm (or a third Life) x1, Circle of Power x1
I played in a chapter that loved it's undead so those spells were rarely wasted. I found that to be a good balance of attack, defense, and healing.
Now that I play a higher level game my spells have changed a bit... I take more of most spells on this list already.
Some choices changed.... I don't take Web, and take Silence instead. No more Harm undead, Binds (and lots of em) instead. I like Cure Disease at level 1 so I usually have some of those... it's for forcing phases and resists out of an undead... any undead "worth attacking" will resist that spell as it wants to be able to run away from me. I also have a few awakens and poison shields at 4th circle.
The game that I've played with that column has always been 2nd and 1st line.
Mobius said:
Secondary question, in terms of "Dirt Mages" (Earth Casters who act as primary battle mages and fighter support as opposed to Healers and combat medics) - ¿do you find Bindomancy more useful than Curses?
Short answer: Yes, but I still enjoy curses.
I am a High Level character so most things I fight are going to immediately rip out of whatever I throw. This does not cheapen the effect, it just changes the strategy. You have to work tighter with your fighters, make sure that they know when you are going to unload the binding, and keep whatever you want bound, bound for the duration (repeated applications of confines, binds whatever). Because it's only 3 seconds, monsters are more likely to accept the effect, improving the "spell resolving percentage" as it won't be phased etc.
Curses, on the other hand, last longer, but often conflict with other useful spells so it's harder to memorize lots of them. I personally prefer bind over weakness. Silence is a GREAT spell for dueling other casters, but conflicts with spell shield, so i can only memorize a few of them. Paralysis, though a great spell, does not work on many creatures, and conflicts with Purify and Cure Mort, so I rarely if ever take it.
Destruction is a tough one for me. It is usually a guaranteed "phase popper" as monsters do NOT want to be hit by it. However, due to this the "spell resolving percentage" is lower. I also need a steady supply of Confines for slowing down fast monsters, so I personally don't use Destruction as much as I'd like to.