In this installment of the Support Caster's Guide, we will be covering spellbook and spell selections.
Spellbooks
When choosing a
spellbook, think about what it will be used for. Some spellcasters use their
books for more than just spells. Valuable information can often be stored in it
for reference. For combat effectiveness, I recommend the smallest possible book
for the information you need it to contain.
The size of the book determines where it is stored, whether in a big or
small pouch, pockets, or slipped into a boot or shoe. With a bulky book, it
could end up being put into a large pouch, which could bang against you while
running, tangle up your legs, or just weigh you down. Limiting the size of the book will increase
your mobility.
Containers for
spellbooks should also be practical. The same logic of having the smallest
possible spellbook can also be applied to where they are stored. Smaller is
better. Make sure that the location is secure (i.e. the pouch should not have a
clasp that unfastens easily) and that it will stay where it is stored. Also, be
cautious when storing it in places such as a boot or against exposed skin,
because perspiration can destroy the book. If you choose one of those places, a
small plastic bag to store the book in would be optimal. The best place to keep
a spellbook would be a small belt pouch, or pockets sewn into your garments
(perhaps within an armored cloak) if you do not wear a belt.
Choosing what
spell information goes into your spellbook is also a consideration. More information is better, since it is also
used for reference. Completely write out the components of the spell, including
active components, and copy them word for word.
If you can misinterpret the components of a spell you do not use too
often then, chances are, you could be misusing or miscasting the spell. It may take more work to write down all that
information initially, but it is worth the time put into it.
Spell Selection
Determining spells can be a daunting challenge. There are lots of options out there, not all
of them are equal. Deciding which to
choose depends on a lot of factors; who you will be supporting, what type of
events you will be casting at, and the kind of caster you wish to be.
There are, however, certain spells which are the foundations for
supportive combat casting. These spells are imperative to take if you wish to
be effective at support casting. These spells are:
Heal Limb
It is the most
important spell in the game. Every
single spellcaster, whether supportive or not, needs this spell. It is what keeps combat flowing.
Combat Raise Dead
This is the most
effective way to raise fallen comrades. In order to be in the front lines, this
spell must be in your repertoire as many times as possible. It is a quick option which does not pull you
from combat like Raise Dead does.
Repair
Item
Repair Item is
the best spell in the blacksmithing path, allowing you to fix an entire piece
of armor, such as a suit of mail. It requires two hands to use the spell.
Armored Cloak
It is a purely
defensive spell, but a necessity none the less for any caster wishing to be in
the front lines. Covering your kill locations with one point of floating armor
helps against arrows, missile weapons, and also weapon blows from nearby
opponents.
Some spells are highly recommended to take as a supportive
combat caster. These spells are not a
necessity like the above mentioned ones, but they will increase your usefulness
tenfold. They are:
Repair Armor
The most useful
pool spell in a support casters repertoire is Repair Armor. Anytime you have to take a pool spell, this
should be it. It can be used to fix one
location of armor and, therefore, prevent death.
Raise
Dead
Raise Dead can be
purchased must less expensively than Combat Raise Dead and at higher
usage. It does, however, require that
you remove yourself ten feet away from all weapons, which will pull you from
combat temporarily.
Group Healing
Group Healing can
be used a variety of different ways, since it is a conductor for other
spells. It can be used with Cure
Disease, Heal Limb, Raise Dead, and Combat Raise Dead. It turns a single usage into several,
depending on the amount of people you can fit into the circle. It does take
preparation, however, so it can be time consuming, if not used properly.
Enchant Armor
Enchant Armor
allows the spellcaster to enchant one person’s armor, such as a suit of mail,
helmet, bracers, and greaves, to be fixed unlimitedly. It is indispensible, especially if you are
often one on one with a fighter. Its downfall is that it is slightly expensive
to purchase, and only Repair Armor can be used with it which is more time
consuming than Repair Item.
Potion of Armor
Repair
Potion of Armor
Repair is able to be purchased at a low cost, being second circle, with high
castings, 10 as opposed to Repair Armor’s 5.
The drawbacks to it as a spell are the disposable components, which
takes time and resources to create and can be difficult to administer in combat
situation, if you use improper materials.
Potion of Combat
Raise Dead
Potion of Combat
Raise Dead has the same drawbacks as mention in Potion of Armor repair, for the
same reasons as all potions spells.
However, getting two Potions of Combat Raise Dead at fourth circle makes
it the lowest circle, quick use raise dead in the game that enables freewill.
Seed of Life
Seed of Life
allows the spellcaster to raise characters unlimited times. UNLIMITED TIMES!
The drawbacks to the spell are its high cost, being seventh circle, and the time
it takes to cast the spell, which is thirty words and 120 seconds, or 60
continuous seconds while chanting the verbal. A huge advantage to this spell is
the fact that you can cast it and walk away from the target corpse, which
allows you to Raise someone while still being able to do other things, like
support the currently living players.
Remember, last but not least: pick spells that you will have fun
with. Ultimately, we play to have fun so
keep that in mind when choosing your spells.